Production multiple bonuses:
Attacking a major power's home country sends that power into a
frenzied building effort to save itself. Use new '+0.25 PM' markers to donate when a major power is receiving a boost to its production due to enemy aggression in its home country. In any turn that any
unit (including notional or partisan unit, or any other friendly unit) in a hex in the major power's home country (only United Kingdom for the CW) is attacked by enemy land units, place a '+0.25 PM' marker in a home
country hex of that major power, unless there are already 3 markers in that major power. The marker is placed the moment the first such attack is declared. Automatic (10-1) invasions do count. During the
reorganization phase (after production) of every turn that the previous condition was not met, remove one '+0.25 PM' marker A maximum of three '+0.25 PM' markers may be located in any major power. For each
'+0.25 PM' marker in a MP, the MP gains a 0.25 PM bonus during the production phase. Only one marker may be placed in USSR at any time as a result of attacks by Japanese land units. Germany receives one
'+0.25PM' marker on the turn CW/FR declare war on her whether they attack into Germany or not.
Belgium is considered part of both France and Germany for proposes of
PM bonus (e.g. French and German PM is increased by 0.25 if land units from the other side conducts land attacks into Belgium. This apply even if Germany/France is neutral. Attacks against Belgian units do count.)
CW's and USSR's PM are increased by 0.25 while Paris is axis
controlled or France is partially conquered.
CW's PM is increased by 0.25 while 2 of Singapore, Gibraltar, Suez, or
any home nation capital is enemy controlled.
Japan's PM is increased by 0.25 if the US or CW declare war on her. (0.5 if both does)
Germany's PM is increased by 0.25 if Russia declare war on her.
Germany's PM is increased by 0.25 after she has declared war on all allied major powers.
No country's PM can ever exceed 2 for any reason. (e.g. in 1945
Germanys PM would be 2 even if Russia had declared war on her.)
Neutral Country Resources
While The Netherlands are Neutral, and Germany are not at war with the
US Germany receives 2 build points pr turn in overseas trade. Germany receives 2 additional build points this way until at war with France.
All major powers may freely give all other major powers any number of
resources and/or lend-lease. Exception: US while neutral. Neutral Resources/build points may be transported on neutral Conv Points that can not be attacked. (They may be subject to search and seizure, however)
Finland, Sweden, Hungary, Rumania, Poland, Turkey, and the Netherlands
provide all resources and factories to Germany while neutral.
The NEI provide Japan with 2 resources pr turn while neutral
Arabia, Greece, Norway and Belgium Congo provide all resources to
Commonwealth while neutral
Belgium provide France with all resources and factories while neutral
unless Paris is axis controlled.
US provide Japan with 3 resources pr turn while neutral. This may
change as a result of US-entry options. Normal WIF rules for transport apply.
USSR provide Germany with 2 resources pr turn until at war with a major power.
Yugoslavia provide Russia with all resources and factories while neutral.
A neutral Czechoslovakia provide Germany with 2 Build Points pr turn
if all hexes adjacent to Czechoslovakia are Axis controlled and contain an Axis land unit or are in Axis ZOC. (blackmail)
If you're still here you might as well waste some more time looking at the
special rules for this campaign
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