games-pc clash of steel Manual De Usuario

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Unit Upgrade Level
All of the units in a country’s production
pool are affected by the Unit Upgrade
Level. You can increase your country’s
level while in the Status Menu by clicking
on the UPGRADE button. Each upgrade
costs between 10-30 PPs depending on
the country. Units receive a 10% increase
in strength points per upgrade. It also
costs an additional 20% in PPs per
upgrade level to buy a unit. The maxi-
mum level of upgrade is the total of the
R&D levels in AT and Heavy Panzer.
COUNTRY
UPGRADE PP COST
Italy
10
Germany
30
Russia
30
Allies
15
U.S.
20
Unit Refit
After calculating PP, just before purchas-
ing units, an automatic refit of lost
Strength Points (SP) will take place.
Every unit which is on the map will have
its SP restored to its maximum SP. This
costs 1 PP for each SP of ground units
and 2 PP for each SP of Air Units. Units
are refitted up to the limit of available
PPs. Refit cost will be multiplied by cur-
rent upgrade level. Prior to production,
this expense is automatically deducted.
WEATHER
At the beginning of each odd-numbered
impulse the weather will be determined
by a roll on the Weather Table. Weather
influences:
The number of impulses in a turn
The number of AP of some units (See
“Land Movement” on page 20.)
The row of the CRT (1 column shift
left if snow)
The strength of Ground Strikes (air
strength divided by 3 in mud or snow)
The WEATHER option on the Information
Menu allows you to view the current
weather condition: Clear, Mud, or Snow.
The background map color will change
depending upon the current weather con-
dition. During clear turns the map will be
green, on mud turns the map is yellow-
ish/brown, and on snow turns the color is
gray. The weather is determined by the
computer according to the table below:
WEATHER TABLE
DIE
JAN
/
MAR
/
MAY
/
JUL
/
SEP
/
NOV
/
ROLL
FEB
APR
JUN
AUG
OCT
DEC
1
Clear
Clear
Clear Clear
Clear Snow
2
Mud
Clear
Clear Clear
Clear Snow
3
Snow
Mud
Clear Clear
Clear Snow
4
Snow
Mud
Clear Clear
Mud
Snow
5
Snow
Mud
Clear Clear
Mud
Snow
6
Snow
Mud
Clear Clear
Mud
Snow
Russian Winter
In the first turn in any year in which
Russia is at war and the weather is snow,
the Russian player will be reinforced as
follows:
the efficiency of all Russian units will
be increased by 20
Russian units with a maximum
strength of 2 will receive a new maxi-
mum strength of 3.
the Russian shock units will be
instantly available as reserve units
in the first impulse Axis units in
Russia will lose Strength Points and
Morale on a random basis. The effect
on Axis units is harder the further east
they are positioned.
all Axis supply values are halved.
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34
Production
Each turn, except for the first turn of a
scenario, the Italian, Axis, Russian,
Allied, and U.S. countries receive
Production Points (PPs) based on the
number of friendly cities, friendly
resource centers, and convoys. The
Status Menu will display the number of
PPs for each country. Each major city
and convoy is worth 1 point while
resource centers are worth 2 points. The
amount of PPs received in a turn is also
adjusted by the Industrial Base Multiplier
as shown below. If a country has been
conquered then all resource centers and
all eligible cities automatically belong to
the conquering player. Only certain
cities, once controlled, count for PP pur-
poses. All cities in a country’s homeland
count for PP purposes. The cities in
Poland, Benelux, and France, which
become German territory once they are
conquered, will be added to the Axis pool.
Rumania joins the Axis player so its cities
will be added into the Axis pool. Once
controlled all resource centers are added.
Russia has its PPs divided by four until it
is at war or preparing for war.
Players use PPs to buy various land, air,
and naval units which are either dis-
solved or purchasable in the Production
Phase. PPs are further divided into pools
per side which are namely: Axis/Italian
and Allied/US/Russian. Axis points can be
spent for all Axis units except Italian,
which can only be purchased by Italian
points. The same holds for the Allied,
U.S., and Russian points. All PPs which
are earned by the Axis player will be
added to the Axis pool, except for spared 
Italian PP, cities, and resources which
are located in the Italian home country
and resources which are declared as
Italian in the Convoy Table. The same
holds for the Allied/US/Russian player.
In the Purchase Menu you will get a list
of eligible units together with the cost of
the unit in PP and the number of turns it
will take to produce the unit. You can
only purchase a unit if you have suffi-
cient PP remaining. Unused PP count as
spared PP. Purchased units will become
available as Reserve units after the
shown delay. The color of the lettering
indicates the status of the unit: light red
means the unit is on the map, dark red
means the unit is in Reserve, and blue
means the unit is purchasable. Select
BUY
to purchase the unit. Select INFO to
see various data on the unit.
Each side receives PP according to the
following formula:
PP = 
SPARED
PP - PP 
SPENT ON AUTOMATIC
REFIT
+ (
NUMBER OF CONTROLLED CITIES
+
CLEARED CONVOY POINTS
CONTROLLED
RESOURCES X
2) 
X
I
NDUSTRIAL
B
ASE
M
ULTIPLIER
Industrial Base Multiplier
Countries at war over a period of time
can increase their production of war
materials. The table below represents the
multiplier used in determining a nation’s
new PPs during a given year.
INDUSTRIAL BASE MULTIPLIER
NATION
1939 1940 1941 1942 1943 1944 1945
Germany
1.0
1.0
1.0
1.2
1.6
2.0
2.0
Italy
1.0
1.0
1.0
1.0
1.0
1.0
1.0
Russia
1.0
1.0
1.2
1.6
1.8
1.8
2.0
UK & Allies 0.5
1.0
1.0
1.2
1.6
1.6
2.0
US
0.0
1.0
1.0
1.5
3.0
4.0
4.0
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