|
TGD
Web
Pages
| |
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:
- One
turn construction on a building ship
- Take
a ship out of mothballs, (Ships may be put into mothballs, gaining the
player 1 crew, at no charge)
- Add
fire control to a ship’s battery (all guns of one size)
- Elevate
guns on a pre-dreadnought or armored cruiser
- De-activate
ship (gain one crew and dismount guns for shore defense)
- Repair
primary guns (area 1)
- Repair
areas 2, 3, 4
- Repair
Hull (areas 5, 6)
- Refit
Ship
Port and Base Improvements
- Add
one point additional light ship capacity
- Convert
one point light ship capacity to capital ship capacity
- Anti-Torpedo
nets
- Searchlights
- Coastal
Defense guns (random types depending on what is found in storage)
- Defensive
Minefield
- Offensive
Minefield (requires minelaying mission to place)
- Create
submarine base (capacity 3)
- Create
seaplane base (capacity 3)
- Create
land aircraft base (capacity 3)
- Entrenchments
for 1 Infantry Division
- Anti-Aircraft
guns
New Units
- Coastal
Submarine
- Start
building Fleet Submarine
- Finish
building Fleet Submarine
- Add
minelaying capability to sub
- Add
minelaying capability to light cruiser or scout cruiser
- Mine
Warfare Ship (light ship, may either lay mines or mine sweep each turn)
- Torpedo
Boat Flotilla (counts as light ship for basing)
- Sub
Chaser Flotilla (counts as light ship for basing)
- Seaplane
- Land
plane, fighter
- Land
plane, bomber
- Infantry
Division
- Naval
Crew (Also at no cost convert 5 crew to one infantry division)
- Convert
Infantry to Amphibious Assault Division
Intelligence
- Spy
ring (enemy port, front, straits, or admiralty, war department or government)
- Counter-Intelligence
(friendly port, front, straits, admiralty, war department or government)
- Radio
direction finding team (choose location)
- Radio
counter-measures (jamming, silence, faked transmissions)
- Code-breaking
team
- Changed/improved
naval codes
- Sabotage
Team (enemy port, front, straits, or admiralty or government)
Miscellaneous Improvements
- Research
Technology
- Build
new industry (Costs six, gain additional RP each turn starting next turn)
- Build
naval academy (Costs five, gain one crew each turn)
- Build
a new minor port (Costs five, starts with 1 light ship capacity)
- Buy
convoy to Russia (Wartime only, if it gets through Russian gains 5 infantry divisions)
- 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. |