Selecting a Capital
To pick a capital, simply move your mouse pointer over the desired land zone you own and click the mouse button.
Click the submit button when you are done.
A few things to remember about capitals:
- If you lose your capital to another player, you will not receive any income until you recapture it.
- Failure to recapture a lost capital will result in instant elimination from the game.
Making Purchases and Placement of New Forces
Purchase new forces by dragging the desired force onto your purchase tray.
To place your new force drag it to a desired land zone you own with a factory.
To undo a purchase, drag it back to the purchase tray list.
A few things to remember about purchases:
- Newly purchased forces may only be placed at factories that you had owned at the beginning of the turn.
- Newly purchases forces only appear at the end of a given turn. They will not help defend during the turn.
- If ownership of land zone is lost that a purchase was destined for, the purchase will be aborted and credits refunded.
- Newly purchased factories may only be placed on land zones that you already owned at the beginning of the turn.
- Capital factories may produce as many forces as desired. Other factories may only produce a maximum of forces
equal to the value of the land zone. For example, a non-capital factory on Southern India, which has an income of 3,
may only produce a maximum number of 3 forces per turn.
- Identical restrictions apply for naval forces, but they must be placed in a water zone neighbouring an owned factory.
Loading and Unloading of Transport Ships
To load a transport ship, drag the land force over top of the transport and release the mouse button.
To unload a transport ship, drag the cargo from the transport onto the neighbouring land zone.
A few things to remember about transports and their cargo:
- Transports may only carry a maximum of two land forces.
- Transports may only load cargo if they have not already unloaded cargo that turn.
- Cargo loaded onto a transport must not have moved previously in the turn.
- Any cargo on a transport does not assist in combat.
- If a transport is destroyed while loaded with cargo, the cargo will also be destroyed.
- A transport is blocked from unloading if there are hostile forces in the same sea zone.
- Unloaded cargo may not move any further that turn.