Good evening. This will be my last lesson for a while. I will cover the conclusion of the Production Screen and the Diplomacy Screen.
Serial Runs
If you press the + button on the side of the "Serial Run" section of the build unit interface then you add another sequel unit. Clicking the - will remove one. Hence -
You will note the little arrows next to the tiny 0/2. We said that the LEFT arrow decreased - but what happens when you go minus more then are queued?
This:
The line is now on hold - the benefit is that you will not have to go through retooling time when you initiate more constructions.(see below what's right below).
Some will wonder what the little plus means. Well, since the model of unit I queued up is
obsolete(we have researched a more advanced model) I can chose to upgrade the production line to produce the latest model. However, this will cause the line to go down for retooling(see below).
Retooling - it is a period of time when a line is queued up or upgraded that must be spent getting the line configured. This is the main benefit of unchecking the "close line immediately" checkbox on the end of the unit construction panel. If you leave the line already retooled you gain anywhere between three weeks and three months on enemy production.
New IC and Infrastructure can be queued up by clicking the gray factory or rail/road icons on the province menu respectively.
Gearing occurs when you have a serial run - for every unit that is produced, the factories get a little more efficient, resulting in faster production. Certain technologies can increase the maximum gearing bonus.
Diplomacy -
You guessed it - we're breaking it down.
This panel shows you all global nations. Click one to see details.
This panel shows you your own nation. "Social Liberal" or whatever else is there represents your ideology. Belligerence is increase by declarations of war and annexations, as well as certain events. Democracies can only declare war on a country if the target country has passed a certain Belligerence(Belli) threshold. It will go down over time. The main panel shows any special diplomatic relations.
These are your ministers - the important figures in your country. They all provide benefits.
Head of State and Head of Government - The main ministers. The only ones that you cannot change on a whim. The Head of State is the leader of your nation in name and usually deed as well. The Head of Government is usually an aide and adviser, but in countries like the UK and Japan the Head of Government is the real ruler. Either minister could provide benefits/detriments to anything, really. Events and ideology changes affect who occupies these positions.
Foreign Minister - In charge of international relations. Gives bonuses and detriments to Diplomacy.
Armaments Minister - In charge of Industry. Gives bonuses and detriments to Production.
Minister of Security - In charge of managing Dissent. Provides benefits/detriments related to that, and sometimes to other things as well, such as the amount of IC/Manpower you can use in occupied territory(KaiserMuffin will probably brief you on that later).
Head of Intelligence - In charge of Intelligence and provides effects related to that.
Chief of Staff - Provide generic military benefits/detriments.
Chief of the Army - Provides land military/production benefits/detriments.
Chief of the Navy - Provides sea military/production benefits/detriments.
Chief of the Air Force - Provides air military/production benefits/detriments. Also the "Naval Aviation" minister type boosts the power of Carrier Air Wings, increasing the power of aircraft carriers.
These are your National Ideals. The three categories indicate different outlooks on the meaning of life, and different combinations can translate to different real-world ideologies.
These are your National Sliders. They represent your nation's ideological views. Usually both ends grant benefits, just in different areas. The notable exception is Left vs Right, which serves only to adjust your ideology.
Democracy vs Authoritarian - The closer to the LEFT the more democratic you are, the closer to the RIGHT the more power is controlled by the ruler. The more democratic, the higher the dissent raise from war declarations. However, it has its plus sides.
Left vs Right - Communist vs Nazi, essentially, though there are many other steps along the way.
Open vs Closed - Representative democracy vs class system.
Free Market vs Central Planning - The further LEFT the more
lasseiz-faire your economy, the more RIGHT the more state-controlled.
Standing Army vs Drafted Army - High Standing Army gives detriments to Gearing, but enhances standing units, I.E. decreasing upgrade time and cost. High Drafted Army does the reverse.
Hawk vs Dove - Dove(RIGHT) gives no real benefits. Hawk(LEFT) gives manpower increases, among other things.
Interventionism vs Isolationism - The more Isolationist you are, the bigger the Dissent raise when you declare a war, and the more Belligerence your target must have for you to declare it(if you are a democracy). If you have passed a certain threshold of Isolationism, you cannot join nor found an alliance. Interventionist moves decrease these penalties.
To change a slider, click the icon to the LEFT to move it to the LEFT, to the RIGHT for the RIGHT. So, if I were to click to the LEFT of the Interventionism vs Isolationism slider . . . .
I would get this. You can shift your sliders every year. Technically you can move them every few days, but dissent rises exponentially for every move, depending on how long it's been since the last move.
This is the screen you will get when you select another nation in the nations tab. You can see you relations with them, represented by a number from +200 to -200. Obviously, + numbers are positive relations, - numbers are negatives. Also, you can see all of that nation's special relations, as well as their ministers, ideas and sliders.
Also, you can see to the RIGHT of the selected nation all the diplomatic actions you can take:
Declare War - Self-explanatory.
Influence Nation - Raise relations.
Offer Trade Agreement - Works like the Trade tab.
Open Negotiations - Trade resources, provinces, divisions and technological blueprints(speed up research) on a one-time basis.
Offer Non-Aggression Pact - Promise not to attack them if they won't attack you. You cannot declare war on them if you have such a pact, but the reverse is also true. If relations drop low enough they will cancel the pact and perhaps even attack you. Canceling such a pact is worth -50 relation points. AI is EXTREMELY unlikely to EVER accept such, even from an exponentially more powerful nation.
Offer Alliance - Offer a military alliance to the nation is question - any wars one of you is involved in or becomes involved in will become both of your wars.
Join Alliance(NOT VISIBLE) - Only visible when the target is leader of an alliance. Request to join their existing alliance.
Send Expeditionary Force - Only available to allies. Send one of your units to fight under their command. Only really useful in multiplayer.
Expeditionary Forces(NOT VISIBLE) - Chose not to accept any expeditionary forces from this nation. You can repeal it at any time.
Ask For Military Access - Ask for your troops to be allowed to travel through the target nation's territory. Cannot declare war on a nation you have such a pact with. AI will ALMOST NEVER accept such an agreement.
Revoke Military Access/Cancel Military Access.(NOT VISIBLE) - The first repeals the military access another nation has in your lands, the second cancels your access in another nation's lands.
Guarantee Independence - Raises relations + decreases the amount of Belligerence you require to attack a nation that attacks the target nation.
Now, to change a minister or an idea, simply click the portrait to get this screen(I mentioned you can't change Heads of State and Heads of Government like this, right?):
(For ministers, of course. Ideas use the same basic format, however.)
Study the benefits to your heart's content, then either select your replacement or click the "cancel" button to, well, cancel. EVERY
MINISTER CHANGE ADDS
ONE DISSENT. EVERY
IDEA CHANGE ADDS
SIX DISSENT. YOU HAVE BEEN WARNED.
You should see this if you select MacArthur:
The little clock tells you that it will be two weeks(from your choosing him) until he takes office. Leaders have the same stipulation(KaiserMuffin will take care of that discussion to, I think

)
That's it for me - the basics are now covered. Direct any further questions to KaiserMuffin. Muffin, you're on air!
-Lighthearter, saying you've been excellent students