Purchase Tips
Everyone starts the game with 20 I.C's (Industrial Credits). Listed below are the costs and abilities of each unit.
A typical first round purchase might be 2 tanks and 3 infantry, or maybe a tank and an economic center. These units are purchased at the beginning of your turn and placed on your capital (or any country that has a factory) at the end.
You can also purchase factories, economic centers and technology.
See the link at the top called "Technology" to see your choices.
| Unit | Cost | Movement | Attack | Defend |
| Ground Forces |
| Infantry | 3 | 1 | 1 | 2 |
| Tank | 5 | 2 | 3 | 2 |
| Artillery | 5 | 1 | 2* | 1 |
| Air Units |
| Fighter | 10 | 4 | 3 | 4 |
| Bomber | 15 | 6 | 4 | 1 |
| Air Defense | 5 | 1 | 0 | 0 |
| Nuclear Missile | 20 | 1 | 4* | 0 |
| Sea Units |
| Transport | 8 | 2 | 0 | 1 |
| Submarine | 8 | 2 | 2 | 2 |
| Aircraft Carrier | 12 | 2 | 1 | 3 |
| Battleship | 15 | 2 | 4 | 4 |
| Super Battleship | 15* | 2 | 4* | 4* |
| Factories & Technology |
| Factory | 15 | 0 | 0 | 0 |
| Upgd - Railway | 10 | 0 | 0 | 0 |
| Upgd - Balistics | 10 | 0 | 0 | 0 |
| Technology | 10 | 0 | 0 | 0 |
| Economic Center | 15 | 0 | 0 | 0 |
* Special Ability - See Instruction Manual for more details.
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