Flames and Steel: Research and Industrialize

Action Sequence
Purchase units
Combat move
Resolve combat
Non-combat move
Place new units
Collect income

During this step, you may select one or more technologies from your nation’s list of available techs. Pay the listed price for the tech during this phase. The technology goes into effect immediately after your turn is over. However, new unit costs go into effect immediately. 

Research points (RPs) are generated by research centers. You may also obtain RPs by trading away Production Units (PUs), at a rate of 2 PUs for 1 RP. 

You may build new research centers during this phase, at a cost of 20 PUs per research center. A research center produces 5 RPs per round. You begin collecting those RPs at the end of the turn on which the research center was built.


Early in the war, most nations produced far less than they would later on. Germany and the Soviet Union, for example, produced 15,000 and 25,000 military aircraft in 1942, respectively. By 1944, each nation had increased its output to 40,000 military aircraft annually.

To simulate this kind of production increase over the course of the war, early game penalties are imposed on nations’ incomes. Those penalties decline over the course of the game. The gross income column on the right indicates the total PU value of the starting territory under each nation’s control. The turn 0 column indicates a penalty to a nation’s starting cash, the turn 1 penalty indicates the amount to be subtracted from the amount a nation collects after its first turn, and so on.  For example, the Soviet Union’s starting territory is worth 99 PUs, and it has a turn 0 production penalty of 42. That means it begins the game with 57 PUs to spend; as indicated in the earlier “teams’ starting resources” section. 


Penalties Turn0 Turn1 Turn2 Turn 3 Turn 4 Turn 5 Gross Income
Germany 84 78 62 36 12 0 109
U.S.S.R. 42 30 24 12 6 0 99
Japan 60 60 48 30 12 0 76
China 0 0 0 0 0 0 12
U.K. 6 0 0 0 0 0 41
U.S. 66 48 30 24 12 0 137

Purchase units

Most units are purchased by spending Production Units (PUs). Infantry purchases require the use of manpower points (MPs) as well as PUs. Decide which purchases you wish to make during this step. Leftover PUs or MPs are set aside, and will be available for future turns’ purchases.

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