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Table of Contents

Research

I. Tactical Research. This is now a two step process. Players invest in any or all categories of research - infantry, staff, armor, guns, fighters, bombers, naval air (planes and CVs), ships and subs. Once this investment is made, there is a 12% chance per round of a breakthrough to the next level. When this occurs, players must re-invest in the category for further improvement. For example, the Western player wants better fighters. They research 'better fighters' and wait. Eventually, a breakthrough occurs and Fighter II is now available to produce or upgrade. The Western player must now research 'better fighters' to begin the process to get to Fighter III. There purpose of this change from AT is to simulate the both the time and expense required to achieve a breakthrough

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 'new' pre-cursors are converted to 'ready' pre-cursors. 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. Espionage. Chance to gain recon from a power at war

b. Sabotage. Chance to damage locations from a power at war

c. Amphibious Doctrine. Amphibious penalty reduced from 3 to 1

d. Radar. Improves your recon

e. Coalition. Improves the fighting ability of Euro or Non Euro people from 80% to 100%

f. Industrial Espionage. Chance to steal tactical research (e.g., Fighter II) from a power at war (hint - only play if you are behind on research)

g. Partisans. Raises partisan activities in applicable partisan zone (e.g., Russia, Balkans, Indochina, China, France, Britain)

h. Anti-Partisan. Supresses partisan activities in the applicable zones

i. Better Training. Raises the limit on free experienced gained from 10% to 25%

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waw_research.1288686190.txt.gz ยท Last modified: 2026/06/22 12:13 (external edit)

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