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Recent Posts
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Special Units
Special units cannot be purchased with PUs. Each Advanced Production Center (APC) you own produces one special unit a turn. You must research tech to be able to build APCs in the first place. Also, you must research the tech for the units you would like to build.In the above lists, heavy tanks, Panthers, King Tigers, early jets, jets, Superfortresses, and flying wings are all special units. Superfortresses and flying wings take 2 turns to build.
Whose tank tech tree is the best? That all depends on what you want. If your focus is on building tanks with PUs, Britain's tank tech is probably the best. Its Comet tank tech adds +1 to the attack and defense of British tanks. (A Comet was rather similar to a Firefly.) If your focus is on special unit tanks, Germany's King Tiger tech allows you to build the best special unit tank in the game. With the right tech, each German APC can produce a free Panther each turn in addition to its normal production. Expect late game German armies to have their share of Panthers, and the occasional King Tiger. The Soviet player has access to good tank tech. He or she can research the ability to buy tanks at reduced cost. The IS-2 tech gives an upgrade to Soviet heavy tanks. Japan is the odd man out. At the start of the game it can build light tanks only (no medium tanks). It can research tank tech to let it buy normal tanks. But no heavy tanks for Japan.
As if to make up for this, Japan's Yamato battleships are the most expensive and the most powerful in the game. A Yamato battleship gives you more bang for the buck than a normal battleship would.
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Sticky Hits
Sticky hits are a deliberate nerf to units with multiple hitpoints. Once a unit has taken one hit, additional hits are automatically assigned to that unit until it is dead, or until combat ends.
My goal was to make units with multiple hitpoints more common. Hence the need for the nerf.
Light tank: 1 hitpoint
Tank: 2 hitpoints
Heavy tank or Panther: 4 hitpoints
King Tiger: 6 hitpointsFighter: 2 hitpoints
Dive bomber: 2 hitpoints
Torpedo bomber: 2 hitpoints
Medium bomber: 2 hitpoints
Strategic bomber: 3 hitpoints
Advanced fighter: 3 hitpoints
Early jet: 3 hitpoints
Jet: 5 hitpoints
Superfortress: 5 hitpoints, does 13 PUs of damage for strategic bombing
Flying wing: 7 hitpoints, does 6 PUs of damage for strategic bombing
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Research system
Most nations have between 1 - 3 research centers. For each research center, you select an area of primary and secondary focus. Each turn, every research center achieves a breakthrough. There is a 40% chance of it being in the center's primary focus, a 20% chance of it being in the research center's secondary focus, and a 40% chance of the advance being chosen at random, from among the tech categories you have not yet completed.
Technologies are associated with dull grey stars. Each time you get an advance, a dull grey star becomes a bright yellow star. Once you replace the last dull grey star with a bright yellow star, you unlock the tech. New techs are unlocked at the end of your turn.

In this example, Britain's first research centre has a primary focus of piston aircraft, and a secondary focus of surface ships. Its second research centre has a primary focus of jets and a secondary focus of tanks.
This is Britain's first turn. Note that even before it's done any research, it already has one star towards jet tech, and two stars towards radar. These represent Britain's technological achievements in those areas as of June 1941. Also, jets are special units. (More on that later.) Jets do not replace piston aircraft. Late game, expect to have lots of piston aircraft with some jets mixed in. Piston aircraft research is a good choice for Britain.

Research results are now in. Center 1 got a star towards extended range. Fighters, dive bombers and torpedo bombers start off with a range of 3. But once you get extended range, that increases to 4. Britain's research center 2 got a random tech advance: one star towards industry. Industry tech adds +2 to the unit placement capacity of your factories. The underlying territory must be worth at least 2 to qualify for the bonus.
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Hello, I'm back. So uh idk if I'll do much but probably will do something like maybe get a game set up (idk if like via forum or online depending on time constrants).