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JAPAN in WW2: PACIFIC EXPANSE specific documentation

Fuel required by certain actions and production is firstly taken from oil fields (inland oil fields first), secondly from tankers (starting from the closest to where the action happens), and thirdly from dive-bomber bases (closest first).

Tensions and Countries: The map has been split into generic countries that have their own war-vs-Japan status that ranges from 0 (peace) to 99 (high tensions), and once tension with one country goes over 99 they declare war at the player: 1) JAPAN: Player controls Japan, Korea, Manchuria, Formosa, Kuril island. 2) CHINA is in active war status immediately, covering all provinces named 'China' or 'Coast'. China also contains special MANPOWER hexagon, controlling it gives much more replacements. 3) FRENCH Indochina contains special RUBBER hexagon, control of which gives the player move extra MPs. 4) DUTCH Eeast Indies contains a lot of oil. 5) USA, that in addition of the continental USA, also include a lot of islands plus Alaska and Aleutian Islands in the north. 6) UK, covering everything from Australia to India, Burma, etc). 7) USSR, also islands of Sakhalin and Kamchatka. Entering any other country than CHINA will be considered a declaration of war. Each capture of a new city, or naval bombardment, or seizing oil fields, will increase tensions with a random country, and make the war more likely. After a new war has been started, the player gets an extra surprise combat bonus for the duraction of that turn. Randomness of tensions: As Japan advanced into China, the United States repeatedly—and almost continuously—issued diplomatic warnings and condemnations. Actions such as the Stimson Doctrine, participation in treaty conferences like the Nine-Power Treaty, and formal protests following major bombings (especially those witnessed by foreign press) were common. The U.S. also escalated pressure through measures like the Hull Note, gradually tightened embargoes and sanctions, and sporadically announced the non-renewal of trade agreements. This incremental but persistent opposition mirrored real-world tensions between 1930 and 1941, where Japan's expansion into China provoked increasing U.S. diplomatic and economic resistance.

The basic plot the player is supposed to follow is this: Expand into China and then French Indochina to get resources. The ever-lowering fuel reserves mean that you must strike south to seize Dutch oil fields there. HOWEVER, if you do not neutralize US fleets at the Philippines and Pearl Harbor, they will both strike you. Declaring war the the US removes (between turns) the slowdown zones west of the Philippines that hamper Japanese movement.

Game ends if:
1) Home Islands Lost: The game ends if all four Home Island cities (Japanese Home Islands) are lost.
2) No Victory Points (VPs): The game ends if the player controls fewer than 1 VP (i.e., loses all cities).
3) Surrender: After 40 turns, the "End Game" (abandon game) button changes to a "Surrender" button, which saves the current score to the Hall of Fame (HOF).
4) No Victory Possible (No-END):
� If the player declares war on every country, the Appease action in the generals' menu is replaced with Sack City.
� Sacking a city reduces the sacked city's VP by 1.
� This can lower the total VPs below 301, making victory impossible, though the game continues.

Exceptional supply logic. All ground units need a route to either an own supply city or a supply depot (both sides use supply depots in this particular scenario). Generals require a route to supply source, but in case they use a supply depot (not a city), they do not consume supplies from that depot (few men in HQ vs tens of thousands of men in an army). Dugouts are automatically in supply half of the time. All AI cities are supply sources for the AI. Only the key cities in Japan, Korea, Formosa, and Manchu supply Japanese units. Naval units, from battleships to (dive-bomber) bases, are always in supply (they have fuel to consider to be operational). However, NEW RULE, when ground combat units like infantry, tanks, generals are on water hexagon, they then require a supply route to own supply ship (at max 20 hexagons away), and they will consume supplies from ships directly (except generals that only need the route to supplies be okay). So, when you decide to launch (put on water) a fleet of units to carry out a landing, you need to supply the ground forces of that landing fleet DURING the travel to the intended target land area. After landing, both sides, unless seizing a city that provides supplies, must bring their own land supply depot (=grounded supply ship). If either side captures a supply depot, it will now be used by that side. Please note that generals can carry out LOOT action to create a new small supply depot (cost 7 MPs plus tensions go up and rebel events are more likely).

Slowdown zones on water. If there is no war against the US there will be two US SLOWDOWN zones in water west of Philippines. In addition, due to condensing the Pacific Ocean to make processing the map tolerable, there are OCEAN SLOWDOWN zones between the continental USA and the pacific to better reflect the huge distances involved (that are not now visible due to the map scale variations). And the most dangerous coral reefs are also marked as slowdown-zones.

Iron And Coal (merged into one resource number sometimes shown as I&C): There are 15 locations production Iron-and-Coal, 6 in the US, the rest spread among USSR-Australia belt. All intake from Iron-Coal mines you control will automatically go into the generic pool of this resource, so there is no need to transport Iron and Coal around. Any consumption by industry locations or other actions will be automatically taken from the overall pool.

Oil fields: There are 15 oil fields: 6 in the US, 3 in British (coming from the Middle East), 3 in Dutch East Indies (Sumatra, Borneo, Java), and 3 in USSR. As oil fields produce oil, it is kept IN the oil field, until production consumes it or fuel tanker or fuel truck transports it elsewhere. Oil is fuel, mostly the word 'fuel' will be used, except for the oil fields themselves. Any fuel needing unit can directly 'bump' into the oilfield hexagon (not move into that hexagon) and receive fuel if there is any left in that particular oilfield. In addition, Fuel Trucks and Fuel Tankers can transport fuel around and deliver fuel to other units that need fuel. Producing thing requires fuel, as do some actions by Generals.

Synthetic Fuel [SF]. There is a facility to make a synthetic fuel in the northern Japan. By tapping this button you can make fuel, which will be added to the closest tanker (if that fails, then to the closest battleship, etc). The cost is Iron-Coal resource, and the price goes up the more you use this action during the turn. Between turns, the price slowly lowers towards the base-cost, that is 3 Iron-Coal resources per 1 fuel made.

Industry (production): There are locations that allow you build various things from battleships to infantry armies. Each product costs different amounts of fuel and iron-coal. WARNING: Once you click a certain product to make it, that cost of oil and iron and coal will be consumed instantly (if there is enough of them to start the production). The consumption will favor inland oil fields first if any under player's control, and then other oilfields, and then tankers. The order of each of those sources is roughly distance from the location of the action that requires fuel to be consumed.

Technology level (Research & Development). Generals can use their MPs to prioritize scientific research, each action can fail or succeed at improving the level of science. As your level of science progresses, various things improve. The bomber wings can bombard/relocate long distances, tank units have more strength, fuel needing units can carry a bit more fuel. Plus, oil fields and Iron-Coal mines are likely to produce a bit more, you can embark more units per turn, and radar resources work better. Not to mention that tankers that are out of fuel are a bit more likely to get one fuel and mp between turns. Also, AA fire from Battleships will have a long range, plus some slowdown-zone markers will be removed (except those west of the Philippines). After roughly 20 levels, most aspects will no longer increase, as it would start to break the game engine.

BUMP action. Land units like Tanks and Fuel Trucks can 'bump' (try to move to) into a water hexagon where a tanker or a base is located. This attempt will NOT move the unit but trigger a refuel action. Similarly, battleships, destroyers, tankers, and carriers can 'bump' oil field located in land to refuel from it (if that particular oil field has fuel in it). The unit doing the 'bump', gets fuel and resets MPs to zero, but the unit WILL NOT move into the hexagon it 'bumped' towards. This same logic also applies to trying to move into a at-peace country. The game will ask if you want to declare war, and if you do, war beings, but the unit does not move into this at-peace-with hexagon at this time. Now that the state of war exists, the unit can freely move into the intented hexagon.

Since the player has the ability to declare war at will, this makes naming AI warships, commanders difficult. As to be accurate, the year and country, and overall situation would affect these a lot. Sadly, I do not have a decade to fine-tune every possible what-if in this complex Pacific world. So, it is possible that at times some names enter play way too early or late, depending on the wider circumstances and the strategy the player chooses to chase. ongolia is just USSR, and the brief Japan-USSR war is excluded from this game, meaning, if you declare war on the USSR, you will be fighting that war until you win or perish, there won't be any peace deals.

Fuel Trucks: Tanks and ground-attack airforce units need fuel to be able to move. This fuel usage is indicated by an orange box showing the fuel in each unit that uses fuel. Fuel trucks can be used to transport fuel between these fuel-needing combat units, and the various bigger fuel sources. Fuel sources vary by campaign, but usually mean things like moveable bigger fuel depots, fuel providing cities, oil fields, or fuel tankers.If a fuel truck is presently carrying enough fuel, it might have a FU2MP button, that allows it to disband 3 units of fuel it is currently carrying, in order to try to gain 0-2 MPs. Please notice that empty or very nearly empty fuel trucks are more likely to get extra MPs in the peaceful rear area, as empty trucks are lighter to drive around. So it is generally advisable to distribute all fuel to the combat units before heading back to the fuel depot or fuel providing city. When no unit is selected, there might be a TMP button at the bottom of the screen. Depending on the game, it might also work as a temporary ON/OFF switch for automatic fuel delivery. Normally, as a truck moves into a hexagon with the own fuel needing units in it, it automatically shares all the fuel it possibly can. However, TMP-autofuel button can turn this off, so you can move over fuel-needing units without giving them fuel from the passing-by fuel truck.

Fuel Trucks: Special in Japan in WW2 game: Refuel fuel truck either from a fuel tanker or base (no need to leave the land, simply 'bumping' against water hexagon with a tanker in it will suffice) or directly from an oil field. Disbanding Fuel Truck in mainland gives +1 AUX replacement while disbanding on a smaller island without supply from own city will result some supplies in the form of supply depot.

NAVAL RECON WITH SEAPLANES. These SeaPlane locations (purple circle) allow carrying out reconnaissance missions of enemy controlled sea hexagons. Tap controlled hexagon to activate. Cost: 10 oil. One reconnaissance mission per turn. There are 4 SeaPlane hexagons on the map in total: Formosa, Indonesia/Sulawesi, Rabaul, Wake.

Railway Network: Engineer units can build railways, but only on hexagons that are clear or contain a hospital or airfield. If a railway network falls into enemy hands, there is a small chance it will be destroyed. Moving from one hexagon to another, both of which have a railway line, may grant free movement (not consuming Movement Points, or MPs). Several factors influence this, including: How much of the nearby area is controlled by the enemy, Other units on the target hexagon, How many free railway movements the unit has already received during this turn, How many free railway movements all units have received during this turn, Unit type, etc. As a result, it is a good strategy to move the most important unit first, as it has the best chance of receiving free railway movement. Additionally, fuel-consuming units like tanks and fuel trucks are more likely to conserve their fuel usage when using railways. If a solo railway is build on a hexagon that is not adjacent to other railway hexagons, that hexagon is marked with 'rail' text.

Embark: In this scenario, ground units can embark (move from land to water) either by moving from a city hexagon to a water hexagon or by moving from a land hexagon to a harbor (anchor-symbol) water hexagon. The number of units that can embark per turn is limited by the level of technology, which can be improved via an action by generals. Due to their small size, embarking generals does not count toward the per-turn limitation. Emergency Embark: Moving a unit from land to water WITHOUT a city or harbor is considered an emergency embark. Units performing this action will likely lose several HPs, MPs, and possibly fuel.

Shipping Lane [SL]: With each Technology Level improvement, you gain Shipping Lane resources. These can be placed on safe water hexagons that you clearly control. When one of your units moves into a hex with a Shipping Lane, there is a 50% chance it won�t lose Movement Points (MP) and a 50% chance it won�t consume fuel, if the unit requires fuel to move.

HARBOR (anchor). Rest, repair and refuel naval units with HPs like Battleships, Destroyers or Carriers here (one ship at a time per harbor location). Carrier can rest while holding up to two dive bomber units. Harbors effectively function as hospitals do on land, but without must-control-the-whole-province rule.

Why no Player/Japanese submarines? It comes down to two main factors: During testing, one of the most common issues was 'too many units to move around', which hardly would have been helped by adding more units. Secondly, the game is already processing a mad amount of data, and adding one more unit type that could occur in numbers would have made this worse. Also, the game already had a crushing amount of moving elements; having to worry about how to handle the player's submarine trying to move via a narrow channel packed with AI surface ships was too much.

Supply Depots are formed by landing Supply Ships on clear or city hexagons with at most 1 ground combat unit in them. All the ground combat units with more than 2 HPs consume 1 supply each turn, while ground combat units with 1 HP might or might not consume 1 supply. Ground combat units without HPs do not consume supplies, but they must have a supply route to a Supply Depot between turns. If you are really low on supplies, existing Supply Depots can receive extra supplies via following methods: seizing a noteworthy city, Looting carried out by a General, or Flying In supplies with an Air force unit. The game engine might merge existing Supply Depots to reduce their number and sometimes Supply Depots might be relocated closer to the front lines or center of the map to reduce the supply route calculations (long supply route calculations take a lot of processing power, so this can be an issue on budget phones).

Industry (production): There are locations that allow you build various things from battleships to infantry armies. Each product costs different amounts of fuel and iron-coal. WARNING: Once you click a certain product to make it, that cost of oil and iron and coal will be consumed instantly (if there is enough of them to start the production). The consumption will favor inland oil fields first if any under player's control, and then other oilfields, and then tankers. The order of each of those sources is roughly distance from the location of the action that requires fuel to be consumed.

Oil fields [OF]: There are 15 oil fields: 6 in the US, 3 in British (coming from the Middle East), 3 in Dutch East Indies (Sumatra, Borneo, Java), and 3 in USSR. As oil fields produce oil, it is kept IN the oil field, until production consumes it or fuel tanker or fuel truck transports it elsewhere. Oil is fuel, mostly the word 'fuel' will be used, except for the oil fields themselves. Any fuel needing unit can directly 'bump' into the oilfield hexagon (not move into that hexagon) and receive fuel if there is any left in that particular oilfield. In addition, Fuel Trucks and Fuel Tankers can transport fuel around and deliver fuel to other units that need fuel. Producing thing requires fuel, as do some actions by Generals.

Synthetic Fuel [SF]. There is a facility to make a synthetic fuel in the northern Japan. By tapping this button you can make fuel, which will be added to the closest tanker (if that fails, then to the closest battleship, etc). The cost is Iron-Coal resource, and the price goes up the more you use this action during the turn. Between turns, the price slowly lowers towards the base-cost, that is 3 Iron-Coal resources per 1 fuel made.

Iron And Coal (merged into one resource number sometimes shown as IRCO): There are 15 locations production Iron-and-Coal, 6 in the US, the rest spread among USSR-Australia belt. All intake from Iron-Coal mines you control will automatically go into the generic pool of this resource, so there is no need to transport Iron and Coal around. Any consumption by industry locations or other actions will be automatically taken from the overall pool.

Slowdown zones on water. If there is no war against the US there will be two US SLOWDOWN zones in water west of Philippines. In addition, due to condensing the Pacific Ocean to make processing the map tolerable, there are OCEAN SLOWDOWN zones between the continental USA and the pacific to better reflect the huge distances involved (that are not now visible due to the map scale variations). And the most dangerous coral reefs are also marked as slowdown-zones..

There are some special locations on the map, marked with colored circle. Controlling Rubber (RU) hexagon, located in French Indochina, gives extra move points. Ruling over the Manpower (MA) spot in China, frees up move men as replacements. Selecting an aircraft carrier (CA), moving it next to the Carrier hexagon (South of Japanese Home Islands) and 'bumping' against that hexagon, purchases one more dive bomber unit, if there are enough resources and the carrier has less than 2 planes on it previously. There are also four Naval Recon Seaplane locations (SP). Controlling each of these hexagons, gives a chance to carry out recon missions (cost around 10 fuel) over the nearby ocean, revealing both water hexagons and identifying some units in those hexagons.

Shipping Lane [SL]: With each Technology Level improvement, you gain Shipping Lane resources. These can be placed on safe water hexagons that you clearly control. When one of your units moves into a hex with a Shipping Lane, there is a 50% chance it won't lose Movement Points (MP) and a 50% chance it won't consume fuel, if the unit requires fuel to move.

Embark: In this scenario, ground units can embark (move from land to water) either by moving from a city hexagon to a water hexagon or by moving from a land hexagon to a harbor (anchor-symbol) water hexagon. The number of units that can embark per turn is limited by the level of technology, which can be improved via an action by generals. Due to their small size, embarking generals does not count toward the per-turn limitation. Emergency Embark: Moving a unit from land to water WITHOUT a city or harbor is considered an emergency embark. Units performing this action will likely lose several HPs, MPs, and possibly fuel.

SP: NAVAL SCOUTING WITH SEAPLANES. These SeaPlane locations (purple circle) allow carrying out reconnaissance missions of enemy controlled sea hexagons. Tap controlled hexagon to activate. Cost: 10 oil. One reconnaissance mission per turn. There are 4 SeaPlane hexagons on the map in total: Formosa, Indonesia/Sulawesi, Rabaul, Wake.

RA = The Radar resource can be assigned to either a Battleship or a Dive-Bomber Base. All aspects of the Radar's functionality improve as its technology level increases. This may include a wider line-of-sight range, a higher chance of revealing hexes within that range, and better identification of enemy units in exposed hexes. A well-placed forward Base with Radar can help detect approaching American fleets across the vast Pacific Ocean.

Fuel Tanker: Transport fuel from Oil Fields to Battleships, Destroyers, Carriers, Dive-Bomber Bases, and even to Fuel Trucks (fuel truck located on coastal land hexagon can 'bump' (move towards) tanker to refuel. If a tanker is in danger, it can carry out dump-fuel action in order to try gain few move points. Please note that tankers can also be used to evacuate fuel from oil fields if it looks like you might lose the control of that oil field.br>


# NO/FI/LA : This indicator shows whether global fuel consumption can use fuel from this Tanker/Base.
NO - Never consume fuel from this unit, even if it means that between-turn warship repairs fail due to lack of fuel.
FI (First) - When taking fuel from this unit type, prioritize this unit first.
LA (Last) - When taking fuel from this unit type, take fuel from this unit last.
(No tag) - Fuel can be taken from this unit, and it has the same consumption priority as other units of the same type.

JAPANESE (PLAYER) UNIT TYPES:

GROUND:

Special Naval Landing Forces: Smaller 3-HP Special Forces Unit is less likely to be detected by nearby enemy warships while in naval transport mode. Higher resistance to losing MPs and HPs while out of supply. More effective line-of-sight to seeing into adjacent hexagons, but less effective zone-of-control turning nearby hexagons under Japanese rule. If disbanded, any possible freed-up HPs will be available as Navy Infantry replacements.

Infantry: 6-HP Regular Imperial Army infantry formations.

Naval Infantry: Less HP, but stronger. Much more likely to get an extra MP while getting transported over water.

Auxiliary: Weak infantry unit, more likely to withdraw under pressure. Certain number of these can be summoned by Generals.

Tank: Japanese tank formation (Type 97 medium tank Chi-Ha). 2 move points. Gets stronger as Science-Level rises.

Supply Ship: After landing, Supply Ships turn into Supply Depots, which are the only source of supplies for American troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.

Engineer unit can build various things locally like railway network, hospital, airfield, dugout, minefields, fuel truck. With higher MP cost, engineers can also build global build hospital or build airfield resource. Weak in combat due to the smaller size of the unit. HP limitations: 0 HP unit cannot carry out any of these actions, while 1 HP unit can but it pays extra MP cost. If disbanded, any possible freed-up HPs will be available as Navy Infantry replacements.

Fuel Trucks: Tanks and ground-attack airforce units need fuel to be able to move. This fuel usage is indicated by an orange box showing the fuel in each unit that uses fuel. Fuel trucks can be used to transport fuel between these fuel-needing combat units, and the various bigger fuel sources. Fuel sources vary by campaign, but usually mean things like moveable bigger fuel depots, fuel providing cities, oil fields, or fuel tankers.If a fuel truck is presently carrying enough fuel, it might have a FU2MP button, that allows it to disband 3 units of fuel it is currently carrying, in order to try to gain 0-2 MPs. Please notice that empty or very nearly empty fuel trucks are more likely to get extra MPs in the peaceful rear area, as empty trucks are lighter to drive around. So it is generally advisable to distribute all fuel to the combat units before heading back to the fuel depot or fuel providing city. When no unit is selected, there might be a TMP button at the bottom of the screen. Depending on the game, it might also work as a temporary ON/OFF switch for automatic fuel delivery. Normally, as a truck moves into a hexagon with the own fuel needing units in it, it automatically shares all the fuel it possibly can. However, TMP-autofuel button can turn this off, so you can move over fuel-needing units without giving them fuel from the passing-by fuel truck. Fuel Truk located on land can bump against warship to give all the fuel to the ship.

Fuel Trucks: Special in Japan in WW2 game: Refuel fuel truck either from a fuel tanker (no need to leave the land, simply 'bumping' against water hexagon with a tanker in it will suffice) or directly from an oil field. Disbanding Fuel Truck in mainland gives +1 AUX replacement while disbanding on a smaller island without supply from own city will result some supplies in the form of supply depot.

Airforce (Ground Bomber Wing): Air Force Unit: Can bombard, recon, air-supply, and protect nearby units. Bombard: Tap an enemy within range (circle indicator) to attack, requiring full MPs (shown by a single line). Effects include HP/MP loss, Fatigue increase, or no effect. Higher hit chances on large, mobile, or high-HP units; lower in swamps/forests. Recon: Tap blacked areas to reveal hexes and identify units. Air-Supply: Tap encircled friendly units to reduce siege counters and grant +1 MP (may remain negative). Protection: Prevents enemy strafing; protection range varies by campaign scale and proximity. Range: Bombing range (circle), air-supply/rebase range slightly longer. Vulnerability: May withdraw or perish if attacked. Requires airfield if in play.

Dugout: Defense structures of various HPs to slow down enemy progress.

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

-- Improve Technology (Science/Tech level): General can spend MPs and fuel and iron-coal to try to improve the level of technology. This attempt might fail or succeed. See Technology section of the guide for details.

-- Summon Auxiliary/Security Unit: If there is enough fuel and iron-coal available, the general can call in a 4HP infantry unit. Arrves nearby (plenty of variation). There is limited number of these.

-- Loot: Get a new supply local, but costs many MPs and raises tensions and might activate enemy rebel units.

NAVAL:

Fuel Tanker: Transport fuel from Oil Fields to Battleships, Destroyers, Carriers, Dive-Bomber Bases, and even to Fuel Trucks (fuel truck located on coastal land hexagon can 'bump' (move towards) tanker to refuel. Note: Fuel Tanker also needs fuel to be able to move. If a tanker is in danger, it can carry out dump-fuel action in order to try gain few move points. Tankers entirely out of fuel can use CRISIS action, this reduces 0-2 MPs from EACH general to gain 1-2 fuel. Please note that tankers can also be used to evacuate fuel from oil fields if it looks like you might lose the control of that oil field.

Dive Bomber (Moving-on-Water-Only Air Force Unit, can strike coastal units): Can only move over water and has limited range before needing to land on an Aircraft Carrier or Dive-Bomber Base for refueling. When Dive Bomber units refuels 10 fuel from Carrier, the Carrier loses 5 fuel. Repairs (regains HP) in two ways: (1) Land on a Carrier with fewer than two dive bombers, move the Carrier to a harbor (anchor icon), and rest to repair both Carrier and dive bombers; or (2) Use the REPAIR action on a Carrier or Base by selecting the Repair button (requires Carrier/Base MPs and HPs; one repair per turn per Carrier/Base). Each Carrier can hold up to two dive bombers. Taking off may cost 1 Carrier MP. Dive bombers can DOCK (lose MPs, transfer fuel to Carrier, potentially granting extra Carrier MP) or UNDOCK to refuel fully on the Carrier.

(Dive-Bomber) Base: This unit can be placed on a water heagon adjacent to own city. Like Aircraft Carrier, this unit type can take in Dive Bombers (not ground air force units). Plus Base can hold fuel, helping to keep the dive bombers operational.

Battleship: 8 HP naval unit. Can barrage coastal targets if the unit has full MPs and at least half of the HPs. Can be assigned Radar resource that helps (within level of current science) detecting enemy units. Orange marker in the lower right corner shows the available fuel. Can sacrifice 1 HP to gain 0-3 fuel if out of fuel. Refueling by accessing Oil Field, Fuel Tanker, or another Battleship (only when out of fuel). Repair Battleships in harbors (anchor symbol, functions as a hospital). Blue circle shows the range of AA Fire.

Aircraft Carrier: Can hold and refuel/repair 2 dive bomber units (not ground air force). Refueling requires accessing Oil Fields, Fuel Tankers, or using share-fuel action with Battleships/Destroyers in the same hexagon. Repair in harbors (anchor symbol, functions as a hospital) or via the Repair button, consuming Carrier MPs. Refueling dive bombers consumes Carrier fuel (orange marker shows available fuel); sacrificing 1 HP can grant 0-3 fuel if out of fuel. Dive bombers taking off may cost 1 Carrier MP. Adjacent to Japanese Home Islands, a 'CARRIER-ADD-PLANES' hexagon allows purchasing more dive bombers if the Carrier has full HP, fewer than 2 dive bombers, and sufficient fuel (oil/tankers) and Iron-Coal. If the Carrier is out of fuel and HPs, it slowly recovers fuel from onboard dive bombers.

Destroyer: Smaller but faster warship, great for hunting down submarines (that can dive and surface). Can lose 1 HP and 1-3 MPs to drop a naval mine, that either consumes MPs or (rarely) HPs from enemy vessels. The orange marker in the lower right corner shows the available fuel. Can sacrifice 1 HP to gain 0-3 fuel if out of fuel. Refueling by accessing Oil Field, Fuel Tanker, or another major warship (only when out of fuel). Repair destroyers in harbors (anchor symbol, functions as a hospital). Note: Destroyer CANNOT barrage coastal targets or fire AA fire.

OPPOSING (AI) UNIT TYPES:

Most of the opposing infantry units are roughly the same, expect LOCAL MILITARY unit, that is noticebly weaker.

Only the biggest industrial regional powers in the pacific area have tank units: USA, USSR, and UK.

Submarines: While the AI-side does not have destroyers, it has submarines that can dive (disappear for a while), and later surface.

Battleship: The same as the player. As the years progress, the Western Allies will have increasingly more battleships.

Carriers: The same as the player.

Orange marker in the upper right corner shows the available fuel. Refuel by accessing harbor (anchor symbol). Repair at harbors (anchor symbol, functions as a hospital). Any out-of-fuel Warship will receive half of the fuel from any other Warship entering the same hexagon. Blue circle shows the range of AA Fire.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).