Ageod WW1 Manual Cover.qxd
Ageod WW1 Manual Cover.qxd Ageod WW1 Manual Cover.qxd
AMB costs 5 EP. There is a limit for each power (see the Diplomatic Appendices). 19.10.2 New Headquarters (HQs) Germany and England may build new Armies. The corresponding HQ appears as soon as an Army corps belonging to the created Army comes into play. The Army appears in a national city of the power. 19.10.3 Technological Research Each side may fund technological research to speed it up (see next section). The total cost for each side is maximum 40 EP. Each power may fund part of it The total spending is this side’s global research investment. 19.10.4 Mines Each power (except Turkey) may build naval mines (1 EP each). These mines are available the next turn. They are deployed in coastal sea zones, during the Reinforcements phase, dragging the minefield counter from the Reinforcements box and dropping it over the map. 19.12 Various Various rules exist on the following points: 19.12.1 American MUN Sites The United States may lend from 1 to 5 MUN sites to the Entente, depending on the US diplomatic level. During each Interphase, these sites are assigned to the various Entente powers automatically, within the following limits : France (3), Great Britain (3), Italy (2), Russia (1, except Winter : 0). No power may use more MUN sites than printed on the Munitions table (last line). Once at war, the United States may still lend up to 5 MUN sites to Entente. 19.12.2 EP Trade (Economic Aid) Each power may give EP to another friendly Power in the same Alliance during the Interphase. Key factors are: ● The transfer is immediate. ● However, there is a limit for each giving power. Yet, the same power may give up this same limit to several different friendly powers. ● Turkey cannot give anything. Entente: (gift capability) ● Great Britain, France: 30 EP. ● Russia, Italy: 10 EP. ● United States: Nothing, the aid is already rendered by the lending of the Ammunition sites. Central Powers: (gift capability) ● Germany: 30 EP. ● Austria-Hungary, Italy: 10 EP. 19.12.3 Case of Turkey Turkey is a special case. It gets a 35 EP fixed income during each Interphase, for the whole war, whatever the EP value of her cities. Turkey has only 1 Munitions site in Constantinople. It produces 2 MUN per Interphase, spending 2 EP per MUN point. If Constantinople is conquered by the enemy, the MUN production ends. World War One: La Grande Guerre 1914-1918 115
20. Technologies Technology advances occur through the drawing of Technology projects (later on called TECHS), and through both sides’ investments into research. Technological research occurs each game turn. Technological research is handled at the alliance level, for the same alliance (Entente vs. Central Powers). Each nation shall allocate a specific share of its budget to research and the aggregate is sent to a global pool. The information window will give you all the details you need to know on technologies, their fields of application (naval, land, air or general), and the benefits they provide (new weapons or doctrines for instance), etc. 20.1 The Types of Technologies Each side gets its own set of technology projects (some of them exist only on one side). Technologies are classified in the following main domains: land, air, naval and generic. For historical, gameplay and chrome reasons, each project is assigned to one nation of the concerned alliance (for the Entente, projects are either Russian, French or British; and for the Central Powers they are either German or Austrian). This is important because the receiving nation will be the first able to use the said technology, even among friendly members of the same alliance. Each project usually has a year attached to it (1914 to 1917) which is the earliest date during which it can be researched. ● Projects with a year greater than the current year are not put into the side’s technology pool. ● During the Winter Interphase, the next year’s technology projects are put into the technology pool (i.e. made available for research) All technologies are identified and unique, but in some cases, the same technology has more than one application, as there are several variants (e.g. gas and mortars). Also some technologies have a basic start chance to be discovered that is higher than the regular 16%, usually 33% instead. It is supposed to represent some kind of leadership by that side on that specific type of technology (e.g. Germany has an initial technological advantage in combat gas warfare, so her Chlorine Gas tech has 33% chance of success instead of 16%) 20.2 Procedure Beginning in September 1914, each side automatically carries out some technological research, at the start of each game turn, during the planning phase. 116 World War One: La Grande Guerre 1914-1918 Starting in 1915, each side may in addition invest up to 40 EP per Interphase, to enhance the research. That amount is for the whole side, and can be shared among its different members. Sequence Each side executes its research during each turn’s Planning phase. The actions are executed simultaneously. The research process works as follows: ● Each Planning phase, both alliances each can choose up to five technological research projects (TECH). These are the TECHS that will be researched. ● An initial test is performed the first time at the end of the phase, in order to determine if the TECHS can be researched or not. In case of failure, the research is abandoned and can be started again in another turn. ● In case of success and in each subsequent turn, the currently researched projects are tested again during the planning phase. ● If the test is a failure, the project receives a slight improvement (i.e. its percentage of success increases for the next attempt). ● In case of success, the relevant TECH is discovered and one nation in your alliance receives its benefits immediately (other nations of the same alliance will receive them a bit later, and opposing alliances will “learn” about it even later). Maximum Number of Projects in Progress A side may have no more than 5 technology projects in research at the same time. No more than two projects may come from the same nation.
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AMB costs 5 EP. There is a limit for each power (see the Diplomatic<br />
Appendices).<br />
19.10.2 New Headquarters (HQs)<br />
Germany and England may build new Armies. The corresponding HQ<br />
appears as soon as an Army corps belonging to the created Army comes<br />
into play. The Army appears in a national city of the power.<br />
19.10.3 Technological Research<br />
Each side may fund technological research to speed it up (see next<br />
section). The total cost for each side is maximum 40 EP. Each power<br />
may fund part of it The total spending is this side’s global research<br />
investment.<br />
19.10.4 Mines<br />
Each power (except Turkey) may build naval mines (1 EP each). These<br />
mines are available the next turn. They are deployed in coastal sea zones,<br />
during the Reinforcements phase, dragging the minefield counter from the<br />
Reinforcements box and dropping it over the map.<br />
19.12 Various<br />
Various rules exist on the following points:<br />
19.12.1 American MUN Sites<br />
The United States may lend from 1 to 5 MUN sites to the Entente, depending<br />
on the US diplomatic level. During each Interphase, these sites are<br />
assigned to the various Entente powers automatically, within the following<br />
limits : France (3), Great Britain (3), Italy (2), Russia (1, except Winter : 0).<br />
No power may use more MUN sites than printed on the Munitions table<br />
(last line).<br />
Once at war, the United States may still lend up to 5 MUN sites to Entente.<br />
19.12.2 EP Trade (Economic Aid)<br />
Each power may give EP to another friendly Power in the same Alliance<br />
during the Interphase. Key factors are:<br />
● The transfer is immediate.<br />
● However, there is a limit for each giving power. Yet, the same power<br />
may give up this same limit to several different friendly powers.<br />
● Turkey cannot give anything.<br />
Entente: (gift capability)<br />
● Great Britain, France: 30 EP.<br />
● Russia, Italy: 10 EP.<br />
● United States: Nothing, the aid is already rendered by the lending of<br />
the Ammunition sites.<br />
Central Powers: (gift capability)<br />
● Germany: 30 EP.<br />
● Austria-Hungary, Italy: 10 EP.<br />
19.12.3 Case of Turkey<br />
Turkey is a special case. It gets a 35 EP fixed income during each<br />
Interphase, for the whole war, whatever the EP value of her cities.<br />
Turkey has only 1 Munitions site in Constantinople. It produces 2 MUN per<br />
Interphase, spending 2 EP per MUN point. If Constantinople is conquered<br />
by the enemy, the MUN production ends.<br />
World War One: La Grande Guerre 1914-1918 115