Unit action

Action phase

The units of each faction on the battlefield map take major military actions such as movement, combat, occupation, and transportation in the action phase.
Each unit in the Action Phase can take any action other than moving on the spot, take another action after moving, or take no action.
Note that units that have completed their actions in the Action Phase will be in the “Action Completed” state and will not be able to act until the next turn. However, you can take passive actions such as other units boarding the actioned unit or the actioned unit counterattacking attacks from enemy units.

Action restrictions

 When a unit takes various actions, it may be restricted by the following factors.
Out of fuel and ammunition
If you don't have enough fuel to move, you can't move. Similarly, if you don't have the ammunition you need to fight, you won't be able to fight or fight back when attacked.
Decrease in morale
Units that have battled will have their “morale” value reduced. A morale value of 30 is the maximum value, and when this is set to “0”, it is no longer possible to launch a battle or counterattack when attacked. Morale will automatically recover to some extent on the next turn if you do not battle for one turn.

Unit selection and action palette

When ordering an action for a unit on your side, you must first select that unit.

How to select a unit

To select a unit, follow these steps: In either case, after selecting a unit, the movable range is displayed, and at the same time, an action palette is displayed, waiting for action instructions from the player. In addition, if you select an electronic fighter, the effective range of the electronic defense is also displayed in a different color hex.
* To cancel waiting for action instructions, click the "Cancel" button in the action palette or right-click on the battlefield map.


Normal unit selection
 Click the unit icon on the battlefield map. If a unit is housed / landed in only one unit, click on the building to call the unit.
When selecting in a building with multiple units
To select a specific unit in a building with multiple units, click the building to display the unit selection menu, and click to select the target unit. At this time, units that have not been stowed / landed in the building, but simply stayed on the building, will be displayed on the top line of the unit selection menu.
* The unit selection menu displays a list of weapon type icons, unit name, current number of aircraft or current durability, “not yet” action and “completed” action.

When selecting a unit that is onboard / arriving
To select a unit that is loaded / arrived in another transport unit, click the transport unit to display the unit selection menu, and select the target unit from the sub-menu of the transport unit.

[Selected unit information] Palette

Various basic information about the selected unit can be confirmed on the [Selected Unit Information] palette displayed in the [Palette]> [Selected Unit] menu.
The displayed contents are as follows in order from the top.
Unit name: Name of the unit. If the unit name has not been changed, the names of the weapons that make up the unit are displayed.
    • Weapon name: The name of the weapon that makes up the unit.
    • Unit icon: Displays the unit icon and the current “number of aircraft” (current “endurance” for large aircraft, ships, etc.). Click this icon to display the [Details of Unit Information] dialog.
    • Weapon Type: The weapon type of the weapon that makes up the unit is displayed with an icon and a specific weapon type name.
    • Faction name: Displays the name of the faction to which the unit belongs. In addition, for units belonging to the own faction or ally faction, an “AL” mark indicating the allied army is also displayed.
    • “Number of aircraft”: Same as the current “Number of aircraft” displayed on the unit icon.
    • “Fuel”: Remaining fuel. When it is reduced by a certain amount, it will be displayed in orange.
    • Morale: Current morale value. The maximum is 30, but it will decrease with repeated battles, and when it becomes “0”, neither attack nor counterattack can be performed. If you don't fight, you will recover to some extent the next turn. When it is reduced by a certain amount, it will be displayed in orange.
    • “Mobility”: The power of the weapons that make up the unit. When the numerical value of the moving force is blue, it indicates that you can enter shallow waters and shallow seas, and when it is light blue, you can enter rivers and deep rivers.
    • “Lv”: “Unit level”. When the experience level reaches a certain level after repeated battles, E → D → C → B → A. Eventually it will be an ace “★”. The higher the level, the more advantageous the battle.
    • Experience points: If you survive in battle, this bar graph will go up. When the tank is full, the unit level increases by one.
    • Selection of action units and other factions and unit information
If you select an action unit that has already completed the action in that turn, or an enemy faction-affiliation friendly camp, various unit information will be displayed in the [Selected Unit Information] palette.

Action palette

When a unit is selected, the movable area is displayed as a white hex and an action palette appears at the same time.
The action pallet has action buttons for combat, shooting, occupation, deformation, destruction (bombing), repair, merging, storage / landing, loading / shipping, armament exchange, and containment. , Only actionable action buttons are active.
If you move the mouse cursor over each button, the action content will be displayed as a help tip.
Click on the active button to take these actions on the spot. On the other hand, after moving, you can take these actions in the action palette that appears again at the destination. To end a unit action without moving or taking these actions, click the unit icon again while the action palette is on. The unit will then be “acted” on the spot.
* To cancel the action palette display, click the "Cancel" button or right-click on the battlefield map.

Action-movement

"Move" rule

Moving a unit on the battlefield map is called “move”. Movement is the most basic element of military action and is a plain but very important action. It is often used in combination with other actions such as moving, fighting, moving and boarding, as well as simply moving.



Mobile method

1. Click the destination hex when the unit's movement range (white hex) is displayed.
     2. The action palette is displayed again after the unit has moved temporarily. Click the unit again to end the move. If you want to continue taking action, select an action from the action palette.
If you select the cancel button here or right-click on the battlefield map, you will return to the movable range display. However, if you move to a hex outside the search range and encounter an enemy, you cannot cancel it.

Action-Battle

"Battle" rules

 The action of an enemy unit attacking an enemy unit is called “battle”.
Battle type
 There are four types of battles:

Factors that affect battle
 In order to advance the battle in an advantageous manner, it is necessary to consider the topography of the unit, the effective attack method of the unit, the counter-attack method of the opponent, the unit level, etc.

Combat restrictions and post-processing

Battle method

1. Click the Battle button on the Action Palette.
     2. A target mark appears on the enemy units that can be attacked. Click and specify the enemy unit you want to attack.
     3. The [Select Weapons] dialog box is displayed. Click to decide which weapon to use to attack. You cannot select weapons that cannot attack that enemy unit.
     4. A battle prediction dialog is displayed. At the top of the dialog, the “Predictive Attack” and “Predictive Defense” of both enemies are displayed. In addition, the estimated number of defeats is indicated by an “x” mark above the aircraft icon.
     5. Click the [OK] button in the battle prediction dialog, and the battle will be processed based on the battle display method set in the [Battle Display] tab screen of the Preferences dialog.

Action-shooting

Shooting rules

 The action of firing ballistic missiles towards buildings and units is “shooting”.
Fireable units and buildings
 Shooting can only be performed by a ballistic missile vehicle in the form of a base and a missile base (with a warhead) in the building terrain.
The targets of the fire are all buildings and enemy camps that are within the range of the ballistic missile and within the search range.

Shooting treatment and impact
The unit that fired will end its action on that turn.
The ballistic missile warheads fired in the shooting will fly on the battlefield map during the missile phase. And landing will damage the unit and reduce the durability of the building.
If you are targeting a unit and you lose sight of the unit along the way, the shooting will automatically fail.
If a building is a shooting target, the building will be destroyed when the durability of the building reaches “0”. Units that were housed / landed in a destroyed building are removed from the battlefield map. If the destroyed terrain was a bridge, the unit that was on the bridge will be deleted from the battlefield map. Except for bridges, the building and the units on it cannot be damaged at the same time.
The unit that launched the ballistic missile will not be able to fire the next ballistic missile for the next few turns. This is because large ballistic missile launches require careful preparation.

Shooting method

1. Click the fire button in the action palette.
     2. Target marks are displayed on buildings and units that can be fired. Click to specify the building / building you want to shoot.
     3. If there is a unit on top of the building, a dialog will appear asking if you want to shoot the building or unit.
     4. The ballistic missile warhead is fired during the missile phase of the next turn. If landed, the unit will be damaged or the durability of the building will be reduced.

Action-Occupation

Occupation rules

Occupation” of enemy camps and neutral buildings can benefit from increased military revenues, securing a supply / repair (repair) base, and expanding the search range. Occupation of buildings with victory conditions is especially important.
If you want to “repair” an enemy building that has been destroyed, you must occupy the building in advance and make it owned by your side.

Occupied Terrain and Occupable Forces
Only enemy factions and neutral buildings can be occupied.
Occupation can only be performed by infantry units with occupation capabilities.

Post-occupation processing and impact
Occupation durability is set for each building according to its size. Occupation will not be completed until this occupation durability is "0". In addition, once the occupation is completed and the building becomes a camp, the occupation durability will be restored to 100%.
Units stored / landed in the occupied building will be removed from the battlefield map.

Occupation method

1. Move the infantry over the building you want to occupy and click the Occupation button in the Actions palette.
     2. Occupation action is performed, and the occupation durability of the building is reduced. At the same time, a dialog showing the percentage is displayed.
     3. When the occupation is complete, a message will be displayed and the building color will switch to the camp color.

Action-deformation

"Deformation" rules

Troops with weapon types `` Towed Field Artillery '', `` Anti-Air Missile '', `` Anti-Ground Missile '', `` Anti-Ship Missile '', `` Ballistic Missile '', `` Tactical Air Defense Radar '' cannot move when in an attack-able base form, Can be moved by taking the form of a vehicle. This is “deformation”.
Of course, the opposite is also true, and vehicles in the “moving base” can be transformed into a base that can be attacked by “deformation”. It is just an image of deploying a missile base, or conversely folding equipment and loading it onto a truck.

Damage during deformation
 If a transformable unit suffers damage in battle, it will be inherited when transformed into another form. The remaining number of bullets is inherited in the same way.
Processing and impact after transformation
 The unit that has transformed will end its action on that turn.

Deformation method

1. Click the Transform button on the Behavior palette.
     2. The transformation is performed and the weapon silhouette of the unit icon is changed.

Action-Destruction (bombing)

"Destruction (bombing)" rules

Destruction (bombing)” is an action in which an infantry with a destructive ability performs destruction work on a building or a bomber bombs.
Destructible (bombed) units and buildings
Only “Engineer”, “Special Force” and “North Korea Special Force” can be destroyed. Bombing can only be performed by a “bomber” loaded with “2000lbs bombs”. Please note that if you remove the "2000lbs bomb" in the "armament exchange", even a bomber will not be able to bomb.
Destruction (bombing) is subject to all buildings including the self-camp.

Destruction (bombing) treatment and impact
The unit that destroyed (bombed) ends its action on that turn.
If the destruction or bombing is done, the durability of the building will decrease, and if the durability becomes “0”, the building will be destroyed. Units that were stored / landed in the destroyed building will be removed from the battlefield map.

Method of destruction (bombing)



1. To destroy, move a destructive infantry over the building. When bombing, place the bomber next to the building.
     2. Click the Destroy (bomb) button in the action palette.
     3. A dialog will be displayed in which the destructive action is executed and the building durability is reduced.
In the case of bombing, a target mark is displayed on the bombable building. Click to specify the building you want to bomb.
     4. In the case of bombing, a dialog will be displayed to reduce the building's durability.

Action-Restoration

"Repair" rules

Repair” is to restore buildings that have lost durability or have been destroyed by “shooting” or “destruction (bombing)” to their original state.
Repairable units and buildings
 Only “Engineer” can repair it.
Only the buildings of the own side, allied side, and neutral side can be restored.

Repair process and impact
The unit that has performed the repair ends its action on that turn.
The restored building will instantly recover 100% durability and regain its original function.

Repair method

1. Move the engineer over the building you want to repair and click the Repair button on the Action Palette.
     2. Restoration actions are executed and the durability of the building is restored 100%. The destroyed building returns to its original normal building.

Action-confluence

Rules for merging

Join” is an action in which another unit composed of the same weapon moves adjacently to a unit that has interrupted the number of formations due to battle damage, etc.
Units that cannot join
 Single-unit units such as large aircraft and ships and supply vehicles cannot join.
A unit that already meets the number of formation machines cannot be specified as a joining destination.
∙ Units composed of different weapons cannot join.

Treatment and impact after merge
When joining, the fuel, ammo, unit level, morale, etc. of the unit that accepted the merge will be averaged according to the fuel, ammunition, unit level, morale, etc. of the aircraft that has joined. If units with different armed packs join each other, the armed pack of the unit that accepted the join will remain.
As a result of joining, the number of knitting machines of the joining unit will not exceed the upper limit.
If the number of knitting machines of the joining unit becomes “0”, the unit will be deleted from the battlefield map.
The unit at the merger and merger ends its action on that turn. The unit that joins can join even if it has already acted.

How to join

1. Adjacent the joining unit to the joining unit.
     2. Click the Join button on the action palette.
     3. A target mark is displayed on the unit of the merge target. Click to select it.
     4. The merge is executed and the number of aircraft displayed on the unit icon is changed.

Action-Storage / Landing

Storing / landing rules

Storing / landing” is an action in which a unit enters a building such as a city / airport of its own camp or ally camp in preparation for supply, replenishment (repair), or armament exchange.
Strictly speaking, ground units and ship units enter the buildings of cities and ports are `` storage '', and air units enter the airport `` landing '', but both are practically the same in that they enter buildings. Action.
Storing / landing is one of the few exceptions where multiple units can finish their actions in the same hex alongside loading / shipping / containment.


Storage / landing locations and storage / landing limits
 Depending on the type of building, there is an upper limit on the number of units that can be stored / landed simultaneously. Also, depending on the type of weapon, storage / landing buildings are also limited. For details, see “Building storage capacity”.
If the unit to be stored / landed is a transport unit and other units are being transported, the number of units being transported is not included in the number of storage units.

Processing and impact after storage / landing
 A unit that has stowed / landed will end its action on that turn.
When a unit is stowed / landed, the unit icon disappears from the battlefield map, and a “▽” mark is displayed at the top of the building hex where the unit was stowed / landed.
If the building where the unit is stored / landed is occupied and destroyed, all units that were stored / landed will be deleted.

How to store / land

1. Move the unit you want to store / land to the top of the building.
     2. Click the Store / Land button on the Action Palette.
     3. Storage / landing is performed.

Action-Onboard / Ship

"Onboard / arrival" rules

The loading of other units on a transport unit is called “loading / arrival”. The transported unit is usually transported far away with the help of the transport unit, and when it reaches its destination, it gets off and departs and leaves the transport unit.
Onboard / landing is one of the few exceptions where multiple units can finish their actions in the same hex alongside storage / landing / containment.

Transportable units, units that can be mounted / shipped
There are 12 types of weapons for transport units: transport aircraft, troop transport helicopters, large transport helicopters, infantry combat vehicles, troop transport vehicles, aircraft carriers, light aircraft carriers, assault landing ships, landing ships, hovercraft, special submersibles, and transport ships. There is a limit to the units that can be loaded / shipped. You can check which units will be placed in which type of transport unit in the “Board Details” dialog and “Board Details” dialog.
In addition, even if the transport unit has already acted, the loading / unloading behavior to that unit can be performed without any problem.

Onboard / arrival at HQ
The headquarters can carry up to 2 units of all ground units, but cannot move due to lack of mobility. However, units mounted / shipped in the Command Center can receive supplies.
Maximum number of onboard / arrival ships
Due to the payload limitations of the transport units themselves, there is a limit on the number of units that can be loaded / landed for each weapon. However, if the unit to be loaded / shipped is a transport unit and is already transporting another unit, the number of units being transported will not be included in the number of landings.
Place where you can mount / ship
Transport units must be on a specific terrain when taking onboard / landing actions. In particular, keep in mind that transport aircraft / ships can only carry / land units at airports and harbors, and transport / ships must be stored / landed in buildings.
In addition, the assault landing ship can be installed / shipped at the point where the sea is included, but ground units cannot enter the sea in the first place. It is valid only for.

 

List of onboard / arrival restrictions

Conveying troops

Number of possible troops

On-board / landing unit

Mounted / shipping terrain

Conveyor

2

Some ground units

Airport

Troop Transport Helicopter

1

People – Recon Vehicle – Etc..

Enter possible terrain

Large Transport Helicopter

2

People – Recon Vehicle – Etc..

Enter possible terrain

Infantry Combat Vehicle

1

People

Enter possible terrain

Soldier Carrier

1

People

Enter possible terrain

Aircraft Carrier

6

Aircraft – VTOL - Helicopter

Harbor / Sea / Shallow Sea

Light Aircraft Carrier

4

VTOL - Helicopter

Harbor / Sea / Shallow Sea

Assault Landing Ship

4

VTOL – Helicopter – Ground Units - Hovercraft

Harbor / Sea / Shallow Sea / Shallow

Landing Ship

4

Ground Units - Hovercraft

Harbor / Sea / Shallow Sea / Shallow

Hovercraft

2

Ground Units

Harbor, shallow, and access to possible topography

Special Submarine

1

Some infantry

Harbor / Shallow

Conveyor Ship

6

All ground units

Harbor

Processing and impact after loading / arrival
A unit that has taken onboard / arrival action ends its action on that turn. *
If a transport unit suffers damage in battle, the onboard / arrival unit will be damaged at the same rate as the transport unit.
Ships that are onboard / arrived on the carrier, light aircraft carrier, assault landing ship, landing ship, or transport ship will be automatically replenished during the next turn's supply phase.
Transport units that have units on board or landed will have a ▽ mark on the top of the unit icon.
When a loaded / arrival unit gets off or launches, each transport unit must be on a specific terrain, just like when it is loaded / arrived. The exception is an infantry unit with airborne capability, and when this unit is on board / shipped, it will be deployed at any point where these infantry units can enter, even if the aircraft is not at the airport. I can.

Installation / shipping method

1. Move the unit you want to mount / ship to the hex containing the transport unit.
     2. Click the Mount / Ship button on the Action Palette. Then the [Load / Ship] dialog is displayed. Click on the desired transport unit to select it.
* In the [Loaded / Shipped] dialog, the units of the unit in the hex, weapon type icon, unit name, current number of aircraft or current durability, “not yet” action and action “completed”, number of installed / maximum The number of installed units is displayed in a list. At this time, the units displayed in red cannot be loaded / shipped.
     3. Click the [OK] button to execute loading / arrival.

Action-armed exchange

Rules for “armament exchange”

Armed exchange” is an action to exchange weapon packs of weapons equipped by each unit. For example, you can replace the armed pack of a fighter unit with a focus on anti-aircraft weapons and use it for ground attack operations.
Armed exchangeable units and locations
Armed exchanges can only be made when the unit is in storage / landing in a replenishable building, or when it is mounted / shipped in another unit. However, units with only one type of armed pack cannot take this action.
When you change the armament, the loaded fuel and moving force (speed) may change. The unit that exchanges the armament will end its action on that turn.

How to exchange arms

1. Click the Arm Change button on the Action Palette.
     2. The [Select Armed Pack] dialog box showing the equipment content for each armed pack is displayed. Click the [P1] to [P4] buttons to select the desired pack.
     3. Click the [OK] button to change the armed pack.



Action-Containment

Containment” rules

The transport unit placing civilians is called “containment”.
In scenario maps where the rescue of civilians is set as a victory condition, you will always take this action. In that case, the transport unit must carry the contained civilians to the target coordinate hex defined in the victory conditions.
Containment is one of the few exceptions that allows multiple units to finish their actions in the same hex alongside storage / landing / loading / shipping.

Transportable units, units that can be accommodated
There are nine types of transport units that can accommodate civilians: transport aircraft, troop transport helicopters, large transport helicopters, troop transport vehicles, assault landing ships, landing ships, hovercraft, special submersibles, and transport ships.
In addition, if the mailing unit has already acted, it cannot be contained, unlike the loading / arrival behavior.
Only private citizens who have an alliance with their country can be accommodated.

Maximum number of accommodation
Due to the payload limit of the transport unit itself, there is an upper limit on the number of units that can be accommodated. The maximum number is the same as the maximum number of loaded / shipped ships.
Place that can be accommodated
Transport units must be on a specific terrain when taking containment actions. In particular, keep in mind that transport aircraft / ships can only accommodate civilians when they are stored / landed at airports / ports. Basically, the place that can be accommodated depends on the place where the transport unit can be installed.
Also, the troops that are to be contained must be adjacent to civilians.

Post-containment treatment and impact
Transport units that have taken containment action will end their turn. *
If a transport unit suffers damage in battle, the civilians in containment will be damaged at the same rate as the transport unit.
A transport unit with a civilian in containment will have a “▽” mark at the top of the unit icon.
The civilians in containment will automatically leave the transport unit when they reach the transport target point set in the victory conditions.
* Civilians can be accommodated even in scenario maps that do not include civilian transportation in the victory conditions. In that case, however, please note that civilians once detained will not be able to get off or disembark.

Containment method

1. Adjacent the convoy to the civilian you want to contain.
     2. Click the containment button in the action palette.
     3. A target mark will be displayed on the civilians that can be accommodated. Click on the civilian you wish to contain.
     4. Civilians are contained in the transport unit.

Supply and replenishment (repair)

Supply” and “Replenishment (Repair)” rules

During the first supply phase of each turn, if there is a unit at a point where it can be supplied, the consumed fuel and ammunition will be fully recovered. This is “replenishment”.
The number of units that have been lost in the battle can be recovered by having the units at the replenishment point during the supply phase. This is “Replenishment”.
Some units, such as large aircraft and ships, have only one organizing machine. These units recover their lost durability, but this is a kind of “repair” of “replenishment”.
In addition, since replenishment and replenishment (repair) actions are not independent commands, no buttons are displayed on the action palette.

Place where replenishment and replenishment (repair) are possible
Each unit is eligible to receive supplies when it enters a new supply phase when it is housed in its own or friendly camp building (except for tunnels). In addition, when stored in a specific building on your side, you can also receive refills (repairs).
Units on board / arriving in a transport unit can only receive supplies when they enter the new supply phase.
In addition, aircraft including VTOL aircraft can only receive replenishment when they enter a new replenishment phase when they are adjacent to an aerial refueling machine. Similarly, helicopters, VTOL aircraft, and ground units can only receive resupply when they are adjacent to a supply vehicle, while ship units are only adjacent to a supply ship.
This is a list below.

Type of weapon

Replenishment point * When adjacent

Supplement (repair) location

Aircraft

Airport (air refueling machine)

Self-camped airport

Carrier aircraft

Airport, aircraft carrier, (air refueling machine)

Self-camped airport

VTOL

Storable building, aircraft carrier, light aircraft carrier, assault landing ship, (aerial refueling machine), (supplement vehicle)

Airport / Capital / Big City

Helicopter

Storable buildings, aircraft carriers, light aircraft carriers, assault landing ships, (supplement vehicles)

Self-camped airport / Capital City

Ground troops

State of being installed in storage / transport unit excluding tunnels (Supply vehicle)

Capital City

Ship force

Harbor (supply ship)

Port

Supply restrictions and effects
Air refueling machines, supply vehicles, and supply ships are equipped with supplies instead of ammunition. These supplies will be consumed when other units receive supply. In addition, mutual supply between these supply units is not possible.
Supplied does not incur military expenses, but in replenishment (repair), military expenses are consumed according to the price of the weapons that make up the unit and the ratio of the number of aircraft to recover (durability). Replenishment (repair) is not possible if the military expenditure is insufficient.

Replenishment / replenishment (repair) method

1. Move the unit to a location where it can be refilled or refilled (repaired).
     2. When a new supply phase arrives, the supply is done automatically. If you are replenishing (repairing), the [Refill] dialog will be displayed one unit at a time.
     3. In the [Replenishment] dialog, the target unit's name, weapon name, replenishment "cost", military balance after subtracting replenishment (repair) costs, and "number of aircraft" to be replenished Or “Durability” to be repaired is displayed.
∙ The number of machines to recover and durability are determined randomly. Click the [OK] button here to perform replenishment (repair).
     4. The replenishment (repair) is completed, and the number of knitting machines after recovery is displayed under the unit icon. If there are other units that are still being replenished (repaired), the [Refill] dialog will appear in sequence.

Production

"Production" rules

If the production option is set to [Production] when you start playing with the scenario map, you can produce units in the production phase following the action phase.
Note that production actions are not independent commands, so buttons are not displayed in the action palette.

Production place
Units can only be produced on the building terrain of their own capital, metropolis, airport, or port.
∙ At this time, the types of weapons that can be produced are limited by the building in which they are produced.

 

Capital

: Ground units, helicopters, VTOL aircraft

Metropolis

: Ground units, helicopters, VTOL aircraft

Airport

: Air units including helicopters and VTOL aircraft

Harbor

: Ship Force

Production limitations and impacts
When a unit is produced, military costs are consumed according to the price of the weapons that make up the unit. If military expenditure is insufficient, production cannot be performed.
The produced units appear on the battlefield map in the form of being stored in the building. Therefore, if the maximum number of units is already stored, production in that building cannot be performed.
The produced unit cannot act until the next turn.

Production method

1. Click on a production building during the production phase. Then, the [Production] dialog is displayed.
    2. On the left side of the [Production] dialog, weapon icons, weapon names, and production prices of weapons that can be produced are displayed as a weapon list. When weapons are displayed in red, it means that there is not enough military money for production.
[Production] In the “Weapon Stock” list on the right side of the dialog, the units currently stored in the building are displayed with a list of “Waiting”.
Clicking the [Details] button with a weapon selected in the weapon list displays the [Details of weapons] dialog. Clicking the [Detail] button with the “Waiting” unit selected in the “Weapon Stock” list will display the [Detailed Unit Information] dialog.
At the bottom of the “Weapon Stock” list, the number of units currently owned by the faction / maximum number of units and the maximum number of units in the building are displayed together.
    3. To produce a unit, select a weapon in the weapon list on the left and click the >>> button. Then, the unit of the weapon is temporarily registered in the “weapon stock” list on the right side with the indication “in production”.
Note that units temporarily registered in the list as “In Production” can be temporarily unregistered by clicking the [Delete] button. However, please note that once the [Production] dialog is closed, [Delete] cannot be performed later.
    4. When all units to be produced in the building have been determined, close the dialog with the [OK] button. Then, weapons that were provisionally registered as “in production” appear as units in the building.