====== Research ====== ==== I. Tactical Research. ==== Research on unit upgrades (e.g., Infantry II), requires "research points". Research points can only be created in a research center. Germany, Japan, Russia and Great Britain each start the game with 1 research center. The US has 2 and there is a research center in Denmark. Research centers can also be built for 500 political points. A research center produces 100 research points each round. Level II research costs 400 RP, level III is 600 RP and level IV is 800 RP. Players can research: 1. Infantry 2. Guns 3. Tanks 4. Fighters 5. Bombers 6. Ships 7. CV / CV air 8. Subs 9. Staff Research points are specific to a specific type of research (e.g., you need infantry research points for infantry and tank research points for tanks). You cannot mix and match. Note that Italy shares it's tactical research with Germany and the US shares tactical research with the West when it enters the war (but not research points so plan carefully). ==== II. Production Research. ==== Players can improve the production efficiency of their own people, euro people and non-euro people. Note that the West can also improve the efficiency of the American people once they join the war. Note that the cost of this research is reset every turn based on the level of research of the particular people. //This reflects the fact that it takes more effort to make a larger economy efficient. From a game standpoint, Germany should raise Euro production up before they absorb the Eastern European countries.// Players can also improve the rate pre-cursors ready for production. This allows for faster gearing and makes the economy generally more efficient. ==== III. Diplomatic Research. ==== a. Coups. Germany can attempt coups in Mexico, Argentina/Latin America, Brazil, Greece, Denmark/Norway. The Allies can try coups in Hungary, Romania, Yugoslavaia, Bulgaria and Thailand. A coup has a 25% chance of succeeding. There is a 10% chance that there is a counter coup and the target country immediately joins the other side. b. Joining a side. If played by the Allies, 10% chance that Mexico, Argentina or Brazil join the allied side. Only available when the US is in the war. c. Italian surrender. Once Tripoli is captured, Italy surrenders if 100 allied power points are in Italy. This research makes Italy more resilient. d. Indian Congress Strike. If played, there is a chance India goes on strike and production is not available while the strike occurs. e. Secret Polish Protocol. Available only in 'No Munich' variant. Germany and the Soviets can guarantee Poland. In the case of an attack by one side, Poland will join this other side if this protocol is in place. If not, Poland is automatically partitioned and the German Soviet non-aggression pact is in place. ==== IV. Strategic Research ==== a. Amphibious Doctrine. Amphibious penalty reduced from 3 to 1 (shared by US & West and Germany & Italy) b. Radar. Improves your recon (shared by US & West and Germany & Italy) c. Coalition. Improves the fighting ability of Euro or Non Euro people from 80% to 100% d. Partisans. Raises partisan activities in applicable partisan zone (e.g., Russia, Balkans, Indochina, China, France, Britain) (Allies only) e. Anti-Partisan. Supresses partisan activities in the applicable zones (Axis only) f. Better Training. Raises the limit on free experienced gained from 10% to 25% [[world_at_war_rules|Back to WAW scenario]]