ORIGINAL: Shannon V. OKeets
Ok. The exception covers one of the holes I was seeing. You still need permission by the owner to move units by rail through a country. That is covered in the unit movement rules rather than the section on railway movement. I'll note that in the document.ORIGINAL: FroonpHow do you feel about the items I asterisked? They seem inconsistent with the other rules.
I assume they are correct or someone would have mentioned it.
I am not bothered with them.
But 11.11.5 says :
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You can move a land unit controlled by an active major power into any hex controlled by:
ï that major power and its aligned minors; or
ï another active major power on the same side (or its controlled minor countries); or
ï a major power or minor country it is at war with.
There are some exceptions:
(...)
ï units cannot enter a country controlled by another power on their side without permission of the owner.
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My main purpose here was to design a data storage structure for rail networks. I'll make them simple lists of hexes (rail and road separate) for each network for each country.
When moving resources I will create a new variable that merges road and rail networks and brings in neutral country networks too. But that will need to check for stoppage points due to EZOC occupied by friendly units (note these might be projected into a country from another country). I am not sure about asking for permission of the owner. Right now I think I will set that to "permission is always granted" and give each major power the option to change the setting to either ask, or deny. Why someone would want to deny an ally the ability to transport a resource eludes me at the moment.
For tracing supply, I will merge the roads and rail networks, but not bring in the neutral country networks. I can also ignore EZOC if friendly units are present.
I think that gives you the idea of where I am heading with this stuff and why I want to make sure I have got it right before writing the code.
This is not true.
Units that do not co-operate cannot enter a country controlled by another power on their side without permission of the owner.
18.2 Not co-operating
Units that don’t co-operate cannot:
1. stack in the same hex, at any time that stacking limits apply; or
2. transport each other’s units; or
3. draw supply from a source controlled by the other; or
4. reorganise each other; or
5. be committed to any combat or mission that the other unit is, or will be, involved in this step. This doesn’t apply to naval air or naval air interception missions.
Example: Commonwealth land units are in French controlled Liege. Jeremy cannot fly combat air patrol or interception with his FTRs over Liege during the strategic bombardment step because the factory is French. French aircraft could fly those missions to that hex during that step.
However, Commonwealth aircraft could fly ground support, combat air patrol, escort or interception missions to Liege during the Axis land combat step. French aircraft could not fly those missions because Commonwealth land units are involved.
Please note using rail movement doesn't require permission. Entry into a country on your side you don't co-operate does.
Rail movement has nothing to do with transport. Transport refers to Air transport and Naval transport.
You transport units, build points, and resources by sea.
You transport units and supplies by air.
You move units, build points, and resources by rail.

