This is a strategy game about World War 2 at the global level. There are two scenarios: the 1937 scenario which starts out in 1937 as a war between China and Japan and later European and American countries will also enter the war, and the 1939 scenario where Japan already controls parts of China and Germany enters the war and can invade the country of the Axis player’s choice.
The human player decides whether to play as the Axis or the Allies, and a computer player will play as the other partnership.
The game sequence consists of the following phases:
The Allied player wins at the end of any war declaration phase where all Axis countries are conquered.
The Axis player wins at the end of any war declaration phase where the following conditions hold simultaneously:
During the war declaration phase, a player may declare war on one or several neutral countries. When that happens, the neutral country in question receives some units for free and joins the player’s opponent.
Declaring war on the following neutral countries also has the following effects:
The Allies may not declare war on the following countries:
The Axis may not declare war on the following countries:
The player who controls the Soviet Union may not declare war on Mongolia.
No player may declare war on Finland, instead Finland enters the war on the side opposing the Soviet Union.
Other than being declared war, certain countries can also enter the war in other ways:
As long as Mongolia is neutral and Japan and the Soviet Union are members of opposing partnerships, Japanese units may not enter or attack into the Soviet Union, and Soviet units may not enter or attack into Japan or its colonies. They may however attack each other’s units in third party countries. When Mongolia enters the war, this restriction is lifted and Japan and the Soviet Union are considered each other’s enemies just like any other two countries of opposing partnerships.
A country is considered conquered during any war declaration phase where all the cities in the country are controlled by that country’s enemy. For this purpose, Poland and the Soviet Union are always considered each others’ enemies, even when they both belong to the same partnership.
When a country is conquered, all that country’s units are eliminated, the country loses all its money and does not receive any more money for as long as it’s conquered, and it may not buy any units for as long as it’s conquered. The conquerer’s partership gains control of all the remaining hexes in the country (except those occupied by a land unit enemy to the conquerer).
A conquered country is considered liberated during any war declaration phas where that country’s partnership controls all cities in the country. When a country is considered liberated, that country gets 5 infantry strength points for free that can be put on the map during the next deployment phase (exception: Denmark, which only had 3 strength points before it was conquered, only receives 3 strength points when it’s liberated, and China can buy back all the infantry units that it had when it was conquered). Countries that never had infantry units won’t receive any liberated forces. The country will not receive any additional units available for build after this, even if those units would normally be scheduled. The country receives its income every month as usual as long as it doesn’t get conquered again. If the liberated forces get eliminated, the liberated country can buy them back normally.
A liberated country can become conquered again as usual, with the same effects as a normal conquest.
Italy can never be liberated, and neither can any country which was conquered using atomic bombs.
There are a few exceptions to the rules above if China is conquered or liberated:
When a country with colonies is conquered, what happens to the colonies depends on the country:
If Paris is captured by the Axis either within two years of France entering the war, the Axis player may choose to attempt to create Vichy France, with a 75% chance of succeeding. If the attempt failed, the Axis player may never attempt to create Vichy France again in the game.
When Vichy France is created, the following countries gain control of the following hexes:
Vichy France is treated as a neutral country which either player can declare war on. All non-French units in Vichy French territory are removed from the map and returned during the next deployment phase for free.
If the Allies gain control of all hexes in mainland France north of the temporary border while Vichy France is still neutral, France is considered liberated and Vichy France joins the Allies.
If the Allies declare war on Vichy France, France becomes part of the Axis, and the Axis gains control of all hexes belonging to Vichy France. The Allies may later conquer France if the criteria are met, and the Axis may then liberate France if those criteria are met. However, if the Axis liberates France, France receives no liberated forces.
If the Allies control a city on the Italian mainland as well as all cities in the Italian colonies in Africa (Tripoli, Benghazi, Addis Ababa and Mogadishu), or if the Allies control all cities on the Italian mainland, Italy is considered conquered and can never be liberated.
When Italy surrenders, Germany gains control of all hexes Italy controlled in mainland Italy, Sicily, Sardinia and Albania, and the United Kingdom gains control of all hexes Italy controlled in Libya and Italian East Africa.
If during any war declaration phase the Soviet Union has at least 20 supplied strength points in Finland and controls at least one city in Poland west of the temporary border or in Germany, the Soviet player may have Finland surrender.
When Finland surrenders, Finland becomes neutral and gains control of all hexes in Finland west of the temporary borders. The Soviet Union gains control of all Hexes in Finland east of both temporary borders and all hexes Finland controlled outside of Finland. All naval units, air units and Soviet land units in Finland are removed from the map and returned during the next deployment phase for free. All non-Soviet land units in Finland are eliminated and can be bought back during a subsequent unit build phase, this represents the Lapland war.
No player may ever declare war on Finland again in the game, and no unit may enter any hex in Finland to the west of the temporary borders. The hexes in Finland to the east of the temporary borders are considered Soviet territory and may be entered normally.
The following countries can use atomic bombs after and including the following turns with the following air units:
Dropping an atomic bomb in a hex has the following effects:
If a country surrenders due to an atomic bomb, it can’t be liberated.
There are three basic types of units in the game: land units, air units and naval units.
Land units have two numbers: strength (lower left corner) and movement allowance (lower right corner). For example, the below unit has a strength of 5 and a movement allowance of 3:
Land units have five subtypes:
The symbol in the middle of the unit is a NATO joint military symbology symbol and indicates both the type and the partnership of the unit. Units owned by the human player have their symbol in the shape of a rectangle (friendly), units owned by the computer player have their symbol in the shape of a diamond (hostile), and neutral units have their symbol in the shape of a square.
Naval units have four numbers: surface attack (upper left corner), attack against submarines (lower left corner), defense (upper right corner) and movement allowance (lower right corner). For example, the below unit has a surface attack of 3, an attack against submarines of 1, a defense of 3 and a movement allowance of 52:
Special types of naval units that can’t attack have a letter instead of their surface attack: “T” indicates a transport ship, “C” indicates a carrier, and “$” indicates a convoy.
There are multiple types of naval units:
Submarines are recognized by having an image of a sumbarine instead of a regular ship. Transport ships and convoys are recognized by having a “T” or “$” instead of a surface attack strength. Carriers can be recognized both by having a “C” instead of a surface attack strength, and by having an image of a carrier instead of a regular ship.
Air units have four numbers: fighter strength (upper left corner), bomber strength (lower left corner), defense (upper right corner) and movement allowance (lower right corner). For example, the below unit has a fighter strength of 1, a bomber strength of 3, a defense of 2 and a movement allowance of 12.
Since there are no air units that are both fighters and transport units, transport air units have a “T” instead of their fighter strength. Carrier based air units have a “C” next to their movement allowance. Kamikaze-only bombers have a “K” next to their bomber strength.
There are three basic types of air units:
In addition, there are two mixed types of air units:
Transport air units are recongized by having a “T” instead of a fighter strength. Fighters are recognized by having a non-zero fighter strength, and bombers are recognized by having a non-zero bomber strength.
Units can be bought during the unit build phase, and arrive during a subsequent deployment phase. Each type of unit has its own cost and its own delay between the unit build phase where it’s bought and the deployment phase where it arrives:
Type of unit | Cost | Delay |
---|---|---|
1 infantry strength point | $100B | 1 month |
1 armor strength point | $200B | 3 months |
1 marine strength point | $200B | 3 months |
Paratrooper | $300B | 3 months |
Supply unit | Free | 1 month |
Figher or fighter-bomber | $800B | 4 months |
Bomber or bomber-transport | $600B | 4 months |
Transport air unit | $300B | 2 months |
Carrier (includes carrier-based air unit) | $1400B | 12 months |
Convoy | $50B | 2 months |
Destroyer escort | $400B | 3 months |
Destroyer | $500B | 6 months |
Kaibokan | $150B | 3 months |
Light cruiser | $200B | 6 months |
Submarine | $500B | 6 months |
Transport ship | $400B | 2 months |
Battlecruiser, battleship, heavy cruiser | $1400B | 12 months |
You can also build fortifications and airfields as well as repair damaged installations or units. Building and repairing installations is done during the deployment phase, repairing units is done during the unit build phase. Naval units must be in ports to be repaired.
Action | Cost | Delay |
---|---|---|
Build fortification | $500B | 3 months |
Build airfield | $400B | 3 months |
Repair destroyed installation | $200B | Immediate |
Repair damaged naval or air unit | $200B | Immediate |
Each land unit consists of a certain number of strength points. Land units are bought one strength point at a time. When deploying the land units, several strength points can be combined into one unit. During combat, the number of strength points in a given unit can be reduced due to combat losses. During the deployment phase, it’s also possible to combine several small units into one large unit (as long as they’re in the same hex and have the same type and nationality), or to split up a large unit into two smaller units.
The maximum number of strength points that can be combined into the same unit depends on the unit’s type and nationality:
Owner | Infantry/Marine | Armor | Paratrooper | Supply unit |
---|---|---|---|---|
China | 3 | - | - | - |
France | 6 | 8 | - | 0 |
Germany | 8 (movement allowance 3), 5 (movement allowance 2) | 10 (<1943), 12 (≥1943) | 1 | 0 |
Soviet Union | 5 (<1943), 6 (≥1943) | 8 | 1 | 0 |
United Kingdom | 6 (<1943), 8 (≥1943) | 8 (<1943), 10 (≥1943) | 1 | 0 |
United States | 8 | 12 | 1 | 0 |
Other | 5 | 8 | 1 | 0 |
When a country has bought a unit and the delay has passed, the country must place those units. Units are also placed the first deployment phase after their owner enters the war, and liberated forces are placed the first deployment phase after their owner is liberated.
New units must generally be placed in their home country in hexes that are in supply, with the following exceptions:
In addition, naval units must begin in ports and air units must begin on airfields. Armor units may not be placed in desert or icecap hexes since they may not enter those hexes anyway.
When a land unit is eliminated or loses strength points, those strength points can always be bought back in a subsequent unit build phase.
Naval units that are eliminated can only be bought back if they were in a port at the time they were eliminated (exception: convoys and transport ships can always be bought back).
Air units that are eliminated can only be bought back if they were based at the time they were eliminated.
Note that none of this applies to units that are removed from the map when their owner is conquered. Conquered countries can’t buy units, and once they’re liberated they can only buy a limited number of infantry units. See Conquest and Liberation for more details.
Some countries regularly receive new units that can be bought:
If several units are in the same hex, they’re considered stacked.
Multiple friendly units can stack together within the same hex within the following limits.
Up to two land units can stack together in the same hex, plus one paratrooper and one supply unit. Land units embarked on naval or air units don’t count towards the stacking limits.
There are no stacking limits for unbased air units (even on hexes with airbases). The following installations can base the following number of air units:
These capacities are cumulative, so a hex with a city, a resource hex and an airfield installation can base up to five air units.
Only based air units count against the above limits, an airbase can be full but there can still be more friendly air units that are unbased but in the same hex.
Up to five naval units can stack together in the same hex, except for freindly controlled major ports which have no stacking limits.
There are certain situations where naval units can be overstacked, for example if the enemy gains control of a major port where more than five naval units are stacked, or if a naval unit is intercepted and is forced to return to its starting position when other units have already entered that hex. If this happens, the units may remain in the hex for as long as they want without being affected by this, but if they leave the hex normal stacking limits apply, and no new naval units can enter the hex until enough units have left for normal stacking limits would allow for that.
Naval units may never become overstacked voluntarily. There is no situation where non-naval units can become overstacked.
Units of different types (land/air, land/naval and air/naval) can always stack together, regardless of whether or not the units belong to the same partnership. Units of the same type but different partnerships can stack together in the following situations:
During the combat phase, land units may attack each other. The attackers and defenders must be adjacent to each other, and the hex that seperates them may not be an all sea hexside. Both the attackers and defenders can have their strengths modified by terrain and weather. Land units can only be attacked by stack, it is not possible to attack individual enemy units without attacking the rest of the stack. It is however possible to only use individual friendly units as attackers without using the whole stack.
The attackers may receive support from bomber and non-submarine naval units in the defender’s hex, though naval and air units may not attack land units alone. Bombers add their full bomber strength to the land units’ strength points, and naval units contribute one fifth of their surface attack strength.
The combat results are random and depend on the combat ratio (the attacker strength divided by the defender strength). The combat can have the following effects:
Overruns are special land attacks that take place during the overrun phase rather than the combat phase. Only armor units may attack in overrun attacks (they can’t even receive support from naval or air units), though they may attack any types of enemy land units. If the defenders lost at least one strength point in an overrun attack, the attacking armor units may ignore control zones when moving in the subsequent movement phase.
Supply units are special land units because they are the only units that have zero strength. This means that they have the following special rules in combat:
The following types of naval and air combat may occur during the combat phase:
When a naval or air combat takes place, the attacker and defender both attack each other with the same odds. This means that if an air unit attacks another air unit with the same fighter strength and defense strength, the attacker and defender have the same probability of being eliminated or damaged, and the same applies to naval units. If the defender couldn’t attack the attacker, there is no risk for losses for the attacker. This can be the case if an air unit attacks a naval unit, a fighter attacks a non-fighter air unit, if a submarine attacks a naval unit with zero submarine attack strength, or if a naval unit attacks a carrier, transport ship or convoy.
Enemy air units can be attacked individually, but enemy naval units must be attacked by stack. This means that if a submarine attacks a stack where only some defeners have a non-zero submarine attack strength, there can still be losses for the submarine, and the same applies if a naval unit attacks a stack containing both transport ships/carriers/convoys but also regular war ships.
Losses are inflicted onto each defender individually, and defenders with a large defense strength have a higher chance of surviving than defenders with a small defense strength. The number of units participating in combat on each side is also important, a unit that participates in combat together with other units has a higher chance of surviving than if the same unit were to participate in the same combat alone.
When naval units attack other naval units, the defenders have a certain probability of retreating. Naval retreats obey similar rules to land retreats, i.e. the retreating units retreat one hex, must obey stacking limits, must end in a hex free from naval control zones unless there is a friendly naval unit in that hex (land units and land control zones don’t affect naval retreats). However, unlike land retreats, if no naval retreat is possible, the defender simply remains in the combat hex without any additional damage. This means that there is no possibility to refuse to retreat for naval units.
Interception is a special kind of air-naval combat that occurs during the interception phase. Fighters can intercept enemy air units, and bombers can intercept enemy naval units. Only air units can intercept other units.
Interceptions have the same effect as regular attacks, but additionally there’s a certain probability (that increases with the combat ratio) that the defender’s mission is canceled. If that happens, the defender is moved back to the hex that it started the first movement phase in, and the if the defender was itself going to do an interception, that interception doesn’t take place.
Interceptions can occur in any hex that the defender passed during the first movement phase. If the defender’s mission isn’t canceled, the defender continues the the next hex where it would be intercepted. If there are no more interceptions against that defender, the defender continues the the hex it attempted to go to during the first movement phase.
Unlike regular combat against naval units, interception attacks are always against one unit at a time.
Both naval and air units can be damaged as a combat result. A unit being damaged has the following effects:
During the deployment phase, damaged naval and air units can be repaired at a cost of $200B. Naval units must be in a port to be repaired, and there is no restriction on which air units can be repaired (since all air units are always based during the deployment phase). Damaged air units based on carriers can be repaired even if the carrier isn’t in a port.
The following units can’t be damaged and are eliminated directly if they would have been damaged:
Kamikaze attacks are a special kind of air-naval attacks that can only be used by Japanese bombers against Allied naval units, and only if the Allies control at least one city hex in Japan or its colonies (historically this city hex was Saipan).
When a Japanese bomber unit attacks Allied naval units, the Axis player can choose if those attacks are kamikaze attacks. If they are, the attack strength of the bomber unit is tripled, but the bomber will always be eliminated.
Air units with a “K” next to their bomber strength can only be used in kamikaze attacks. They can’t do regular attacks against naval units, they can’t bomb installations, and they can’t support land comat.
Bombers can also bomb installations and do strategic bombing against resource hexes.
If installation bombing succeeds against a city or resource hex, the city/resource hex doesn’t contribute to airbase capacity and can’t be used as a port. If installation bombing succeeds against an airfield or fortification, that installation is destroyed.
If strategic bombing succeeds against a resource hex, that resource hex doesn’t contribute to its controller’s income.
Cities and resource hexes that are damaged by bombing can be repaired for $200B during the deployment phase. If the hex is damaged by both installation bombing and strategic bombing, the $200B can be paid to repair both damages at once. Fortifications and airfield installations can’t be repaired this way, they must be built again from scratch.
Some countries can also get atomic boms, see Atomic Bomb for details.
During the amphibious and paradrop phase, land units embarked on naval units can do amphibious assaults, and paratroopers embarked on air units can do paradrops. Only paratroopers can do paradrops, but any land unit can do amphibious assaults (though marines have a higher chance of succeeding).
Combining amphibious assaults and paradrops increases the success probability, as well as using marines for amphibious assaults:
Success probability | Combined amphibious assault and paradrop | Only amphibious assault/Only paradrop |
---|---|---|
Marines participating | 100% | 75% |
No marines participating | 75% | 50% |
If the assault fails, all participating land units are eliminated.
If the assault succeeds and there are no enemy land units in the hex, all participating land units are placed in the hex and their controller immediately gains control of the hex. Participating land units may not attack during the combat phase this turn, and may not move during the second movement phase unless they’re armor units.
If the assault succeeds but there are enemy land units in the hex, all participating land units are placed in the hex, but the controller of the hex doesn’t change. During the subsequent combat phase, the assaulting land units must attack the enemy units in their hex (they may not attack units in adjacent hexes). If the hex is free from enemy land units after the attack, the owner of the assaulting units gains control of the hex, and the assaulting units function normally afterwards. If there are still enemy land units in the hex at the end of the combat phase, all assaulting land units are eliminated and the assault is considered to have failed (even if it initially succeeded during the amphibious/paradrop phase).
Only as many units as could stack in the hex may participate in an amphibious assault or paradrop.
A unit must be in supply to attack. What units are in supply depends on the type of unit:
A supply line is a line of hexes of any length from a unit to a supply source. Each hex in a supply line must be free from enemy units and controlled by a friendly country (though they don’t have to be located in a friendly country), and may only be located in an enemy control zone if the hex contains friendly land units.
There are three types of supply sources:
Any unit in a fortification can use that fortification as a supply source, regardless of nationality. The other types of supply sources however have limitations of which nationalities can use them:
Being out of supply has the following effects:
The following table summarizes the different terrain types on movement and combat. Any hex which is even partially green is considered a forest hex, and any hex which is even partially brown is considered a mountain hex.
Picture | Name | Effects on Movement | Effects on Combat | Effects on Supply and Income | |||
---|---|---|---|---|---|---|---|
Land Movement | Naval Movement | Air Movement | Land Combat | Naval Combat | |||
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Clear | - | Naval units may not enter all-land hexes and may not cross all-land hexsides. This applies to any all-land hex or hexside regardless of terrain. | - | - | Naval units may not attack across all-land hexsides. This applies to any all-land hex or hexside regardless of terrain. | - |
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Forest | Any land unit can move directly from one forest hex in an enemy control zone to another forest hex in an enemy control zone. A unit doing this must stop moving when it enters the second hex in an enemy control zone. This rule doesn't change anything for armor units since they can do this anyway. This rule does not apply retreats. | - | Defending land units in forest hexes have their defense strength multiplied by 1.5 when calculating the probabilities for losses. This does not affect attacking units. | - | ||
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Mountain | - | - | Defending land units in moutnain hexes have their defense strength multiplied by 1.5 when calculating the probabilities for losses. This does not affect attacking units. | - | ||
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Tall Mountain | Entering a tall mountain hex costs one extra movement point for land units.</li> | - | Defending land units in tall mountain hexes have their defense strength doubled when calculating the probabilities for losses. This does not affect attacking units. | Supply lines may not be traced through tall mountain or desert hexes. They may, however, be traced into these hexes, so land units in such a hex are not necessarily out of supply if they're adjacent to a supply unit or a non-tall-mountain, non-desert hex. | ||
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Desert | Armor units may not enter desert hexes. | - | - | |||
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All Sea | Land units may not enter all-sea hexes and may not cross all-sea hexsides. | - | - | Land units may not attack across all-sea hexsides. | - | Supply lines may not be traced through all-sea hexes or across all-sea hexsides. |
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Coast | If the land part of the coastal hex has forest or tall mountain terrain, the corresponding effects apply to land units. | - | - | If the land part of the coastal hex has forest, mountain or tall mountain terrain, the corresponding effects apply to land units. | - | If the land part of the coastal hex has tall mountain or desert terrain, the corresponding effects apply to supply lines. |
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Icecap | - Armor units may not enter icecap hexes. - Non-armor land units may cross all-sea icecap hexsides with severe winter weather conditions as if it were a land hexside. They may not however enter all-sea icecap hexes. | Naval units may not enter icecap hexes. | - | - | - | Supply lines may be traced across all-sea icecap hexsides with severe winter weather conditions as if it were a land hexside. |
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Railway |
Units may move by rail through these hexes. Each hex in the following territories has implicit railways that are not marked on the map:
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- | - | - | - | - |
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City | - | If a friendly city hex is also a coastal hex, naval units may use it as a port. | Cities add 2 to the hex's airbase capacity. | - | Naval units inside a port can't attack. This does not apply to naval units outside the port but in the same hex as the port. | - If the city hex is also a resource hex, is located in a friendly country and is under friendly control, it may be used as a supply source. - Chinese units may use friendly controlled city hexes in China as supply sources, even if they're not resource hexes. - If all the cities in a given country are controlled by that country's enemy, the country is considered conquered. |
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City with major port | - | Naval units in a major port port are not subject to stacking limits. Naval units outside of the port but in the port hex are still subject to stacking limits, and units in the port count against the stacking limit for units outside the port. | - | - Naval units inside a major port can't attack, just like naval units inside a regular port. - Naval units inside a major port can't be attacked by other naval units. - Naval units inside a major port have their defense strength doubled when attacked by air units. | ||
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Destroyed city | - | Destroyed cities can't be used as ports. | Destroyed cities don't contribute to the airbase capacity. | - | Destroyed cities can't be used as ports. | Same as a regular city. |
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Resource hex | - | - | Resource hexes add 1 to the hex's airbase capacity. | - | - | - If the resource hex is also a city hex, is located in a friendly country, and is under friendly control, it may be used as a supply source. - If a country captures a resource hex in an enemy country, that country's monthly income is increased by $50B. - If a resource hex in a country is captured by that country's enemy, that country's monthly income is decreased by $50B. |
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Destroyed resource hex | - | - | Destroyed cities don't contribute to the airbase capacity. | - | - | Same as a regular resource hex. |
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Resource hex destroyed by strategic bombing | - | - | Same as a regular resource hex. | - | - | - If the resource hex is also a city hex, is located in a friendly country, and is under friendly control, it may be used as a supply source just as if it weren't destroyed. - Captured resource hexes in enemy countries that are destroyed by strategic bombing do not generate income. - If a resource hex in a country controlled by that country is destroyed by strategic bombing, that country's monthly income is decreased by $50B. |
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Fortification | - Enemy control zones don't extend into friendly fortifications. - If an enemy country gains control of a hex with a friendly fortification, the fortification is destroyed. | - | - | Land units in a fortified hex have their defense strength doubled. Attack strength is not effected. | - | Land units in a fortified hex are always in supply. |
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Fortification under construction | If an enemy country gains control of a hex with a friendly fortification which is under construction, the fortification is destroyed. | - | - | - | - | - |
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Airfield | - | - | Airfields add 2 to the hex's airbase capacity. | - | - | - |
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Airfield under construction | If an enemy country gains control of a hex with a friendly airfield which is under construction, the airfield is destroyed. | - | - | - | - | - |
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Canal | Canals have no effect on land units. | - If both canal hexes are controlled by a friendly country, naval units may move through them as if they were coastal hexes. - Canals have no effect on naval units that belonging to an enemy of the country controlling the canal hexes. - As long as the two canal hexes are controlled by different partnerships, the canal has no effect on any naval units. - Naval control zones do not extend across canal hexsides, even if the canal is controlled by a friendly country. | - | - | Naval units may not attack across canal hexsides, even if the canal is controlled by a friendly country. | - |
There are 6 weather zones in the game: polar, northern temperate, southern temperate, industrialized, fair and tropical. The North American and European industrialized weather zones are considered as a single weather zone, and so are the South American/African and Asian tropical weather zones, even though they are disconnected. The northern and southern temperate zones, however, are two distinct weather zones since even though they have the same effects, these effects occur at different times during the year.
Each weather zone has its own color (except the northern and southern temperate zones which share the same color but can be distinguished by their geographic location). Hexes in two different weather zones are separated by two lines each having the color of both weather zones. For example, in the following images, hexes on the blue line and north of it are in the polar weather zone, and hexes on the green line and south of it are in the temperate weather zone:
The following table summarizes the different weather zones:
Color | Name | Weather Condition December-February | Weather Condition March-May | Weather Condition June-August | Weather Condition September-November |
---|---|---|---|---|---|
Polar | Severe Winter | Spring | None | Mild Winter | |
Northern Temperate | Mild Winter | Spring | None | None | |
Southern Temperate | None | None | Mild Winter | Spring | |
Industrialized | None, except air units are grounded whenever they're grounded in the Northern Temperate zone | ||||
Fair | None | ||||
Tropical | None | None | Monsoon | None |
Different weather conditions occur in different weather zones during different times of the year as detailed in the table above, and have different effects on movement and combat.
Which weather zones air units are grounded in is decided during the supply phase prior to each month with relevant weather conditions, and applies for one month (and is then decided again during the next supply phase for the next month). Air units can’t enter hexes where air units are grounded, and air units that are already in such hexes can’t move.
Severe winter occurs in the polar weather zone from December to February and has the following effects:
Mild winter occurs in the northern temperate weather zone from December to February, in the southern temperate weather zone from June to August, and in the polar weather zone from September to November, and has the following effects:
Spring occurs in the northern temperate and polar weather zones from March to May, in the southern temperate weather zone from September to November, and has the following effects:
Monsoon occurs in the tropical weather zone from June to August and has the same effects as spring conditions, except air units have a 60% chance of being grounded each month.
Countries need money to buy units. For simplicity, all resources needed for war are counted as money in the game, since money is easily quantifiable.
Countries get money during the income phase based on how many resource hexes they control. Typically each resource hex gives $50B per month, with the following exceptions:
The following countries can also receive extra income that is not tied to resource hexes:
Some countries in the same partnership can exchange money with each other during the income phase without using convoys, in which case the money is immediately subtracted from the sender’s money and added to the receiver’s money:
In addition, the following Allied countries can send money with convoys, which are naval units that can transport money. In this case, the money is immediatly subtracted from the sender’s money and placed on the convoy. When sending the money, the convoy must be located in a port in the sending country. When the convoy enters a port in the receiving country, the money is added to the receiving country’s money. The owner of the convoy doesn’t matter. If a convoy unit is eliminated while transporting money, that money is lost. If the country a convoy is transporting money to is conquered, the money remains on the convoy but must be transported to the convoy’s owner instead. Convoys belonging to a country that gets conquered are removed from the game just like any other units belonging to that country, and the money they transported is lost, even if it was supposed to be sent to another country.