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Resource Points

 

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Resource Points

Every strategic turn each nation receives 10 resource points. (Exception: Greece and Spain get 5 each). Before expending points England may transfer points to France, Greece or Spain; France may transfer points to Greece; Germany may transfer points to Austria, Italy or Turkey; Austria and Italy may transfer points to Turkey.

Points may be spent as follows, (each purchase costs 1 point unless otherwise indicated):

Ship Improvements:

  1. One turn construction on a building ship
  2. Take a ship out of mothballs, (Ships may be put into mothballs, gaining the player 1 crew, at no charge)
  3. Add fire control to a ship’s battery (all guns of one size)
  4. Elevate guns on a pre-dreadnought or armored cruiser
  5. De-activate ship (gain one crew and dismount guns for shore defense)
  6. Repair primary guns (area 1)
  7. Repair areas 2, 3, 4
  8. Repair Hull (areas 5, 6)
  9. Refit Ship

 Port and Base Improvements

  1. Add one point additional light ship capacity
  2. Convert one point light ship capacity to capital ship capacity
  3. Anti-Torpedo nets
  4. Searchlights
  5. Coastal Defense guns (random types depending on what is found in storage)
  6. Defensive Minefield
  7. Offensive Minefield (requires minelaying mission to place)
  8. Create submarine base (capacity 3)
  9. Create seaplane base (capacity 3)
  10. Create land aircraft base (capacity 3)
  11.  Entrenchments for 1 Infantry Division
  12. Anti-Aircraft guns

 New Units 

  1. Coastal Submarine
  2. Start building Fleet Submarine
  3. Finish building Fleet Submarine
  4. Add minelaying capability to sub
  5. Add minelaying capability to light cruiser or scout cruiser
  6. Mine Warfare Ship (light ship, may either lay mines or mine sweep each turn)
  7. Torpedo Boat Flotilla (counts as light ship for basing)
  8. Sub Chaser Flotilla (counts as light ship for basing)
  9. Seaplane
  10. Land plane, fighter
  11. Land plane, bomber
  12. Infantry Division
  13. Naval Crew (Also at no cost convert 5 crew to one infantry division)
  14. Convert Infantry to Amphibious Assault Division

 Intelligence 

  1. Spy ring (enemy port, front, straits, or admiralty, war department or government)
  2. Counter-Intelligence (friendly port, front, straits, admiralty, war department or government)
  3. Radio direction finding team (choose location)
  4. Radio counter-measures (jamming, silence, faked transmissions)
  5. Code-breaking team
  6. Changed/improved naval codes
  7. Sabotage Team (enemy port, front, straits, or admiralty or government)

 Miscellaneous Improvements 

  1. Research Technology
  2. Build new industry (Costs six, gain additional RP each turn starting next turn)
  3. Build naval academy (Costs five, gain one crew each turn)
  4. Build a new minor port (Costs five, starts with 1 light ship capacity)
  5. Buy convoy to Russia (Wartime only, if it gets through Russian gains 5 infantry divisions)
  6. Buy convoy to Turkey (Wartime only, if it gets through Turkey gains 2 infantry divisions)

 

Naval Bases

 Toulon, Sevastopol and all Central Powers major ports have a capacity of five capital ships and ten light ships. Other major ports have a capacity of  three capital ships and six light ships. More ships may be at the ports, but the most that may operate from the port is determined from the port capacity. Minor ports have a capacity of six light ships. DNs, BCs, BBs, and ACs are capital ships. All other ships are light ships. The only special case is ACs, at the owner’s option an AC may be based as if it were 2 light ships. Capital ship capacity may be used for basing light ships, but not of course vice versa.

 Control of a port is determined in the strategic phase, allies may voluntarily give up control of a port to another ally. Note that this is the only way the Germans can base their ships as they start with no controlled ports. Whoever controls a port controls all of the ships in the port, excepting only if the ships have a transfer base mission.

 Capital ships taken out of mothballs and newly built capital ships need crews in order to operate. New crews may be purchased directly or by way of a naval academy. Another method is to put a capital ship into mothballs, (this costs nothing although it costs a resource point to get the ship back out again), which frees up a crew. It is also possible to de-commission  a ship gaining the player a crew as well as coastal defense guns. Finally each nation starts with four reserve crews, except Spain and Greece who start with two each.