US end to isolationism in GD1938 scenaro

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gwgardner
Posts: 7303
Joined: Fri Apr 07, 2006 1:23 pm

US end to isolationism in GD1938 scenaro

Post by gwgardner »

Can someone clarify how the end to isolationism works in the GD1938 mod? As I understood it, if I had a 10% chance to end isolationism, that was pretty straightforward. So I had thought that in 30 or 40 turns it was guaranteed that I'd hit that 10% roll of the dice.

LJBurstyn
Posts: 626
Joined: Tue Apr 19, 2011 11:29 am

RE: US end to isolationism in GD1938 scenaro

Post by LJBurstyn »

ORIGINAL: gwgardner

Can someone clarify how the end to isolationism works in the GD1938 mod? As I understood it, if I had a 10% chance to end isolationism, that was pretty straightforward. So I had thought that in 30 or 40 turns it was guaranteed that I'd hit that 10% roll of the dice.

You have to spend Political Points to increase your chances to end isolationism. The only time it is checked is when you spend the points...
no points spent means no check to see if isolationism ends.
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