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<blockquote data-quote="Badwe" data-source="post: 4681611" data-attributes="member: 61762"><p>actually, the AP is never too bad. It tends to be its worst when one player controls two countries that take their turns right after the other, and even then it's not too bad. Additionally, each country only ever takes on one task in a turn with maneuver (move all units) being the longest. </p><p></p><p>To help stem AP, only 3 out of the 8 spaces on the rondel are freely available to the country: the 3 immediately clockwise of the country's marker. A player can pay 2 dollars out of their personal cash to move an extra space, but players so rarely have large amounts of cash-on-hand that if they consider that option they likely know what they want.</p><p></p><p>The different moves a country can make are:</p><p>1) Factory: the country pays 5 bucks to build a factory, this is usually a simple phase because the board dictates where factories can potentially be built.</p><p></p><p>2) Import: the country pays 1 per troop unit, up to 3, and imports troops into their country. Also a simple phase</p><p></p><p>3) Production: each of the country's factories produces the appropriate unit (naval or land) for free. By the end of the game we wouldn't even wait for that player to get their pieces onto the board before moving on to the next country.</p><p></p><p>4) maneuver: each unit can move one space, armies can be ferried across sea spaces by ships. units can move freely to any space in their own country before or after their move. This one caused the most headaches.</p><p></p><p>5) invest: the country pays out to it's shareholders. additionally, one player during the game has the investor card which will trigger when the investor square is landed on OR passed. this player gets 2$ and can purchase any stock they want. The stock purchasing option is also afforded to anyone who controls no countries, hence the possibility to focus strictly on investing. this one would occasionally cause confusion about where money was supposed to go.</p><p></p><p>6)Tax: the country gains 2$ per factory and 1$ per neutral territory conquered, then pays 1$ per military unit. Depending on how much tax is collected, the country may grow in power, which causes the stock to become more valuable at the end of the game. The game itself ends when any country reaches 25 power. stock is multiplied by 1/5th of it's country's power at the end of the game (so the 25 power country will be x5).</p><p></p><p>For those keeping a running total, maneuver and produce each have 2 spots on the rondel rather than 1.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4681611, member: 61762"] actually, the AP is never too bad. It tends to be its worst when one player controls two countries that take their turns right after the other, and even then it's not too bad. Additionally, each country only ever takes on one task in a turn with maneuver (move all units) being the longest. To help stem AP, only 3 out of the 8 spaces on the rondel are freely available to the country: the 3 immediately clockwise of the country's marker. A player can pay 2 dollars out of their personal cash to move an extra space, but players so rarely have large amounts of cash-on-hand that if they consider that option they likely know what they want. The different moves a country can make are: 1) Factory: the country pays 5 bucks to build a factory, this is usually a simple phase because the board dictates where factories can potentially be built. 2) Import: the country pays 1 per troop unit, up to 3, and imports troops into their country. Also a simple phase 3) Production: each of the country's factories produces the appropriate unit (naval or land) for free. By the end of the game we wouldn't even wait for that player to get their pieces onto the board before moving on to the next country. 4) maneuver: each unit can move one space, armies can be ferried across sea spaces by ships. units can move freely to any space in their own country before or after their move. This one caused the most headaches. 5) invest: the country pays out to it's shareholders. additionally, one player during the game has the investor card which will trigger when the investor square is landed on OR passed. this player gets 2$ and can purchase any stock they want. The stock purchasing option is also afforded to anyone who controls no countries, hence the possibility to focus strictly on investing. this one would occasionally cause confusion about where money was supposed to go. 6)Tax: the country gains 2$ per factory and 1$ per neutral territory conquered, then pays 1$ per military unit. Depending on how much tax is collected, the country may grow in power, which causes the stock to become more valuable at the end of the game. The game itself ends when any country reaches 25 power. stock is multiplied by 1/5th of it's country's power at the end of the game (so the 25 power country will be x5). For those keeping a running total, maneuver and produce each have 2 spots on the rondel rather than 1. [/QUOTE]
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