11. NATIONAL INCOME

11.1      OVERVIEW

11.2      FACTORIES

11.3      ECONOMIC CLIMATE

11.4      RANDOM EVENTS

11.5      SUPPORT LEVEL

11.6      TRADE PACTS

11.7      RESIDUAL SUPPORT EFFECTS

11.7      MAINTENANCE COSTS

11.8      RANDOM TILE DRAWS

11.1  OVERVIEW:

11.11 CONCEPT: Each turn, each major power receives tiles to reflect its national income for the turn. These tiles are used during the turn for various purposes. Up to 21 tile points may be retained for use in subsequent turns (6.33).

11.12 DETERMINING NATIONAL INCOME:

A. Each turn, each major power’s national income is determined by the value of the tiles that it is entitled to draw, minus its maintenance costs for its active units.

B. To save time, players need not draw tiles, then put them back to pay maintenance costs; the maintenance costs simply reduce the value of the tiles actually drawn.

C. The components of each major power’s national income are:

 

+

Income from civilian factories

+

Support level

+

Trade pacts

+

Additional tile draw(s)

+/–

Economic climate effects

+/–

Random events effects

Maintenance costs

=

National income

11.2  FACTORIES:

11.21  FACTORIES:  The national income of each major power is increased based on the status of the factories which make up its industrial economy. Each factory must be in one of the following three states:

A. CIVILIAN: Civilian factories represent the productive, non-military part of a major power’s industrial economy. Each turn each civilian factory generates two tile points of income.

B. MILITARY: Military factories represent the military-industrial complex of a major power. Military factories do not generate income, although maintenance costs are reduced by one point for each military factory (11.82).

C. IDLE: Idle factories represent unemployment. Idle factories do nothing.

11.22  INITIAL ECONOMIC PROFILE: The economic profile of each major power at the start of the game (Spring 1935) is set out below:

 

Spring 1935 Economic Profile - 11.22

Major
power

Number of
factories

Civilian

Military

Idle

12

5

3

4

6

2

3

1

8

4

2

2

6

2

3

1

14

5

5

4

Income effects: Each civilian factory generates two tile points. Each military factory reduces maintenance costs by one point.

 

11.3  ECONOMIC CLIMATE:

11.31  ECONOMIC CLIMATE:  The Economic Climate, which is driven by economic trends, measures the effect of the business cycle on the world economic situation.

11.32  STARTING LEVEL:  The Economic Climate in Spring 1935 is zero.

11.33  ECONOMIC TRENDS:  Each turn, the economic climate is adjusted according to the Economic Trend printed on the general random event card drawn at the start of that turn.

A. “+2” improves the Economic Climate by two.

B. “+1” improves the Economic Climate by one.

C. “-1” worsens the Economic Climate by one.

D. “-2” worsens the Economic Climate by two.

E.Æ” moves the Economic Climate one towards 0 (worsening the Economic Climate if it is favorable and improving it if it is unfavorable).

11.34  +/-3 MAXIMUM/MINIMUM:  The Economic Climate may not go higher than +3 or lower than -3.

11.35  ECONOMIC CLIMATE EFFECTS:

A. NATIONAL INCOME: The Economic Climate may increase or decrease the national income of Germany and Britain (by up to +/-2) and Italy and France (by +/-1). The Economic Climate has no effect on Russia’s national income, as Russia did not participate in the world economic system.

B. EUROPEAN AGGRESSION INDEX: The EAI increases by +1 if the Economic Climate is -3 and decreases by -1 if the Economic Climate is +3. Less extreme Economic Climates do not affect the EAI (23.21D).

 

Economic Climate Effects - 11.35

EC

EAI

+3

-1

+2

+1

+2

+1

 

+2

 

 

+1

 

+1

+1

 

0

 

 

 

 

 

 

-1

 

-1

-1

-1

-1

 

-2

 

-2

-2

 

-3

+1

 

Shaded cells indicate no effect.

 

11.4  RANDOM EVENTS:

11.41  Economic random events may increase or decrease a major power’s national income by +/-1 or +/-2.

11.5  SUPPORT LEVEL

11.51  STARTING SUPPORT LEVEL:  The national income of each major power is increased or decreased by one tile point for each positive or negative support level, as determined at the start of the turn (10.21).

11.52  SUPPORT CHANGES DURING A TURN:

A. Support changes during a turn from mobilizations, fortification, 18-step and atomic research results, the placement or elimination of flags in Russia, Russian cohesion increases and secret support national random events gain or lose the owning player tile points when they take effect.

B. Support changes from changes in the Russian garrison do not affect Russia’s tile points.

11.6       TRADE PACTS:

11.61  TRADE PACTS:  If an alliance has three or more flags in a country, the major power with the most flags is considered to have a trade pact with that country. This is indicated by transferring the trade pact counter for the country from the mapboard to the income track on the major power’s scenario card. Co-existing Allied and Russian flags (24.82B) are not sufficient for a trade pact, as the Allies and Russia are distinct alliances.

A. If there are two German and two Italian flags in a country, Germany gets the trade pact.

B. If there are two French and two British flags in a country, France gets the trade pact.

C. Trade pacts may not be concluded with Ethiopia, the Rhineland, the Baltic States, or any minor country that does not appear on the mapboard.

D. If an adverse diplomatic result reduces the number of flags in a country to less than three, the trade pact with that country ends, and the trade pact counter for the minor country is returned to the mapboard.

E. An Axis major power that gains control of a minor country that is capable of concluding a trade pact obtains a permanent trade pact with that minor country.

11.62  EFFECT OF TRADE PACTS:

A. A major power’s national income is increased by two each turn for each trade pact it has with Poland, Spain, Turkey or Russia.

B. A major power’s national income is increased by one each turn for each trade pact it has with any other country.

C. Trade pacts modify the resistance levels of minor countries (28.41).

D. Trade pacts in certain minor countries affect the Russian garrison (21.22D).

11.63  STARTING TRADE PACTS:  France starts the game with trade pacts with Belgium/Luxembourg and Czechoslovakia.

11.7 RESIDUAL SUPPORT EFFECTS:

11.71 INCOME EFFECTS AFTER TEMPORARY SUPPORT ENDS: Once British and French temporary support increases triggered by Axis aggression (10.71B, 10.81B) end, the temporary support counters are transferred to the British and French income tracks and Britain and France each receive one tile point in income per turn from each counter for the remainder of the game.

11.8  MAINTENANCE COSTS:

11.81 ONE POINT PER UNIT: Each major power must pay a maintenance cost of one point for each active armor, infantry and air unit.

11.82  MILITARY FACTORIES:  A major power’s maintenance cost is reduced by one point for each military factory. A major power does not receive income for surplus maintenance.

11.83  RUSSIAN PURGES: When Russia purges units, this reduces Russia’s maintenance costs accordingly.

11.9  RANDOM TILE DRAWS:

11.91  TILE DRAWS: Each turn each major power draws one tile at random from the inverted tile pool.

11.92  RANDOM EVENTS: Random events may allow a major power to draw a second tile at random from the inverted tile pool or may prohibit any random tile draw.

11.93  TIMING:  Players may wish to draw their random tiles at the start of the income phase, so they don’t forget to do so.