So I’ve rewritten the “appendix 1: unit profiles description” for IC’s to read like this:
Description: Industrial Centers (ICs) represent the territorial wide infrastructures necessary to sustain and supply a Powers war production; they are the locations from which new units can be produced.
…The mining and farming towns required to produce the raw resources such as iron ore, copper, wool, dairy and produce, etc…
…The cities and factories that are required to convert those resources into commodities such as steel, rubber, cloth, gun powder, leather, etc…
…the assembly plants and shipyards required to convert those commodities into military equipment such as tanks, aircraft, ships, munitions, etc…
…the transportation networks required to move these resources and commodities to and from rural and industrialized area(s) such as railways, highways, shipping companies, trucking companies, etc…
…the civilian populations needed for the large numbers of trained workers and military personnel
…the public works necessary to sustain the populations, towns, cities and industries with such necessities as electrical power plants, waste & water treatment facilities, housing, health care and safety facilities, etc…
Cost: 5, 10 or 15
Special AbilitiesCannot Attack, Defend, or Move: An IC can never attack, defend, or move. It cannot be transported. It is never placed on the battle board.
Industrialization/ Income Bonus: An IC in any territory classifies that territory as an “industrialized territory” and qualifies the territory for an Income Bonus (IB) that increases the income value of that territory, but not the production rate of that territory, by 1, 2 or 3 IPC as designated by the type of IC that was built there. This industrialization represents that the territory has been developed with the entire infrastructure needed to be an IC.
Building new ICs: There are three Levels of ICs.
LVL 1 LVL 2 LVL 3
Cost…….. 5 LVL 1 + 5 (10) LVL 2 + 5 (15)
Income Bonus…….. 1 2 3
Mobilization Limit… Infantry LVL 1 units LVL 1 & 2 units
Artillery Tanks Sea Units
The LVL 1 “Basic IC” costs 5 IPC to build, gives an Income Bonus (IB) of 1 to the territory that it is built in, is restricted by its Mobilization Limit (ML) to producing only Infantry and Artillery.
The LVL 2 “Intermediate IC” costs 5 IPC and upgrades a LVL 1 IC, gives an IB of 2 IPC to the territory that it is built in, is restricted by its ML to producing LVL 1 units plus Tanks, and Air Units
The LVL 3 “Full Production IC” costs 5 IPC and upgrades a LVL 3 IC, gives an IB of 3 IPC to the territory that it is built in, is able to Mobilization any type of unit.
You can place new ICs in any territory that you have controlled since the start of your turn and that has an income value of at least 1. You can never have more than one IC per territory. All new ICs must be built in order of level, starting with LVL 1 and upgrading to levels 2 and 3. Each IC can only have one level built or upgraded per turn and you can only upgrade a LVL 2 IC from a LVL 1 IC that you controlled since the start of your turn and you can only upgrade a LVL 3 IC from a LVL 2 IC that you have controlled since the start of your turn.
Sustainable Damage (IC Damage): IC’s, when struck by rockets, strategic bombing raids or when combat occurs in the territory that the IC resides in are able to receive sustainable damages, also called IC damage. IC damage represents the overall destructive affects of war upon an industrialized territory and does not apply to any territory that has not been industrialized by the presence of an IC.
During the conduct combat phase, rocket strikes declared against a territory with an IC can inflict IC damage by rolling one die. The opponent must put one marker of the attacking power under the IC.
Bombing raids inflict IC damage by rolling one die and putting that number of tokens of the attacking power under the IC.
Combat damage to ICs is determined by the number of cycles of combat that it takes to complete the combat. (Example: Germany attacks the Caucasus and it takes three cycles of combat to finish the combat, if Russia wins or if Germany wins, it does not matter. What matters is it took three cycles of combat to finish the combat so the IC receives 3 points of IC damage. Since Germany attacked, Germany would stack three of their tokens under the IC to show who did the damage. If Germany would have retreated instead of fighting till the combat was finished, what ever number of cycles combat had been fought for , that many cycles would be the IC damage).
IC Damage can only be repaired by its controller at the start of their turn by surrendering to the bank a number of IPC equal to the sum (or portion of the sum) of the IC damage at the start of a players purchase units phase of their turn.
The controller of a damaged IC may elect to repair all, part or none of the damage as they see fit. If the controller of an IC decides to not repair all or part of the IC damage at the start of their turn, any new IC damage received before the start of the controllers next turn is added (stacked) to the previous amount of damage. The total amount of damage that an IC can have stacked under it is three times (3x) its income value with IB bonus, but no single power can inflict more IC damage in one turn than the sum of the IPC bonus plus the territory income value.
Affects of IC Damage:
When the amount of IC Damage is equal to or less than the IC’s Income Bonus, the Income Bonus is reduced by an amount equal to the IC damage and the IC is considered to be war torn and in minor disrepair. Example: The United Kingdom with a LVL 3 IC has an adjusted income value of 11 (8 UK + LVL 3 income bonus) on it is subjected to a bombing raid from Germany and receives 2 points of IC damage. Germany stacks two of its tokens under the IC to show that they damaged the UK for 2 points. UK’s new adjusted income value is 9 and their production rate is still 8.
When the amount of the IC Damage is less than the total sum of the IB plus the income value of the territory but greater than the IB, the income value is reduced by an amount equal to the Income Bonus of he IC and the production rate of the IC is reduced by an amount equal to the difference between the IC Income Bonus minus the IPC bonus and is considered to be war torn and in a state of major disrepair. Example: Germany (income value of 10 has a production rate of ten) with a LVL 3 IC on it has an adjusted income value of 13 (10 Germany + LVL 3 income bonus) on it. It is attacked by a UK bombing raid from the United Kingdom and receives 5 points of IC damage. The UK stacks five of its tokens under the IC to show that they damaged the German IC for 5 points. Germany’s new adjusted income value is reduced by 3 and their production rate is reduced by 2. That same round, UK attacks Germany with an amphibious assault and is held back by Germanys’ defending forces but it took 3 cycles of combat for Germany to do it so Germany would receive 3 points of combat IC damage, making the total amount of IC damage 8. Germany’s income bonus is still only reduced by 3 points but their production is reduced by a total of 5 points. So their adjusted income value is 10 and their adjusted production rate is 5.
When the amount of the IC Damage equals or exceeds the sum of the Income Bonus plus the territories’ income value the IC can no longer produce units and until it it’s repaired, it has been rendered useless for production and is considered to be severely war torn and heavily devastated by war.
At the end of a controllers turn, if an IC that has been rendered useless from IC damage is not repaired, the income value of the territory is reduced by one. A territory whose income value has been reduced by one or more points is considered to be severely devastated by war and nearing poverty.
At the end of a controller’s turn, if an IC whose income value has been reduced to 0 does not have its IC damage repaired the territory shall be deemed entirely devastated by war and completely impoverished.
Any territory that has been severely or entirely devastated can have one point of income value restored to it each turn. To do so a controller must have no IC damage to the IC at the end of the turn that the single point of income value is to be restored in.
Scorched Earth Tactic:
Controllers of ICs that decide to render their IC useless for production may do so by “attacking” their own IC with land units. Units attacking their own ICs can inflict single point of IC damage for each unit in the territory. Example: Russia, not wanting Germany to take control of their LVL 3 Caucasus IC decides in round 4 to attack their IC. They use 5 tanks, 1 artillery and 2 infantry. They can inflict 8 points of damage to that IC but since the max damage that a single power can inflict to an IC in one turn is the sum of the IB Bonus plus the territory income value, they can only inflict 7 points of IC damage.
Mobilization Site: You may mobilize units only in territories containing IC’s you have controlled since the start of your turn and can only produce units of a certain type based off of the level of the IC at the start of your turn. The type of IC you build, LVL 1, 2 or 3 limits the type of units that you may mobilize at it and you can mobilize only a number of units up to the income value of the territory containing the IC before the addition of any IPC Bonus. (Example: a Basic IC, LVL 1 is built in Eastern Canada on round one and adds one (1) IPC Bonus point to its income value, making its affective income value 4, but it can still only mobilize no more than three (3) units per turn. At the start of round 2 the controller of this IC decides to upgrade it to a level 2 IC, but it’s not until the start of the 3rd round that level 2 IC units can be produced out of it.)
IB bonuses do not increase the number of units that can be produced from an IC, but they do increase the number of IPC that you collect for controlling that territory by their IB amount. You can place IC’s in any territory that you have controlled since the start of your turn and that has an income value of at least 1. There can never be more than one IC per territory.
Usable by Invading Forces: If a territory is captured, an IC there is also captured. It can be used by the capturing player on the turn after it is captured. Captured and liberated ICs retain all IC damage and are inherited by the new controller.
You cannot place your new units at an IC owned by a friendly power unless its capital is in enemy hands (see liberating a Territory on page 18 ). Even if you liberate a territory with an industrial complex in it, you cannot use the IC; the original controller can use it on his or her turn.
Last edited by Builder_Chris
on Fri Sep 26, 2008 12:31 pm, edited 1 time in total.
Construimus, Batuimus -- "We Build, We Fight.".....we party all night!