Thank you for your responses. I have a few others now as well
#1. Gearing bonus when building items. This if I understand means that parallel run build items are built, each one past 1 takes less time to build. However, it also says it takes less IC in the manual (perhaps I've misunderstood), but I don't see this. Meaning, a unit that costs 2.7 IC takes 2.7 IC no matter how many I build.
2. Radar Sites: What effect do they have? Obviously they spot ships/planes but beyond this it doesn't say exactly what benefit they have (aka what bonuses they give). Could someone tell me more information on this?
3. Dissent - I have a dissent issue in the game I'm playing, mostly due to a variety of special triggered events. Other than consumer goods is there any way to reduce this? For some reason no matter what I do here it won't go below 25% (even though I have over 10 IC more than required for consumer goods, dissent is being reduced by only .003 per turn). The waste it is causing is a problem. Perhaps some tips to control this as well?
4. Experience of leaders/units. Is there a rule of thumb(ish) when experience of a leader gets converted into a higher skill level? Looking at what I need to be shooting for to improve my commanders.
5. Experience of naval units. What's the best way to improve this? Combat opportunities of naval units are less than air or ground forces (mostly) and therefore increasing experience is harder (and more expensive if you lose). What's the best way to increase this?
6. Overproduction of IC in a catagory (other than consumer goods). Does it do anything, or is it just waste?
A few other questions as well relating to "feel of game":
I've been playing as France, for the challenge of playing a country that historically lost but isn't totally destined to lose, if you follow what I mean. It seems to me that the IC it has is abnormally low, because before the outbreak of war historically it built several heavy naval units (BC, BB) while at the same time having the largest land army in Europe (IIRC, and pretty sure of that). Is this a sort of penalty to ensure a more historical outcome? Perhaps I simply don't know how to get the most out of what I have, any tips on that?
Also, it seems for naval units that other naval units have a nearly amazing ability to slip past each other if you're trying to blockade them out, which means defending against a sea invasion by ships is quite difficult. Perhaps my commanders are blind, any way to improve this (beyond the spotter ability). In addition, carrier planes can only attack ports and airfields seemingly, any way to attack actual troops (something that was done all the time in WW2)? I've also noticed that the only way to attack enemy ships with a carrier is to get in a direct naval battle with enemy forces, which usually results in my carrier being sunk by enemy ships by gunfire, something that almost never happened in WW2. Is there something I'm not understanding then about their operation? Another thing I've noticed is that it seems very difficult indeed to destroy ships with air attack (never seen it happen) which is very much opposite of reality in WW2, again, is there something I'm missing?
Also AI in anything is dumb, but my English allies don't seem to know what either land or naval forces are for. For instance, when Germany invades Norway, I have to send naval forces and ground forces to assist instead of England (which is obviously not what happened historically) because the English AI ignores the event. Is this an aberration or normal?
At any rate long post, and a lot of questions, if someone answers them I'll be grateful
