Still more questions. Help me out? part II
Posted: Wed Jul 29, 2020 12:20 pm
In designing a tank the howitzer is cheaper than the velocity gun and does the same damage. So why is the velocity gun a higher tech?
Stratagems that give you a positive, but also a negative in a random zone. Does random zone mean any zone you control or any zone on the map?
How long do HQ stratagems last and do the affect just the SHQ tile? Or is it the units under the HQ commander the stratagem is being played on?
How do you get hard borders with minors besides the minor asking for hard borders?
What do spies do besides allowing you to play further cards on a major/minor?
If I have, say, 10 buildings being built at once...is there a way I can be alerted to them being done and/or a report I can quickly check besides trying to remember each building's location?
Why can't I relieve my secretary?
Is there an equivalent of a cheat sheet that tells me which leader position is considered higher/more valuable to a leader and what traits are specifically better to have for each position?
What does local referendum do? Is it a way to relieve a leader without penalty? Very hard die roll to beat too.
What other scavenging assets are there besides a recycling facility? Are they better to wait for than placing a recycling facility early on?
After I researched tanks and built a model, how do I get them into a formation? Or raise a formation of tanks?
Lastly is there somewhere online I can get an explanation of the various points such as economic, bureaucratic, etc. in one go?