I found what you are saying about the limitations to BP's in the RAC. Based on city, capital, factories and major port in the Arctic. Murmansk could receive 1 BP for the City and Archangel 1 BP for the city, 1 for the Major port and 1 for the moved factory. Which the game has reduced to just 1 for the factory in Archangel.
In my current game the allies should be able to send the USSR 4 BP's instead of the lame 1 currently. Considering this is going to be fixed in the future is good news. Knowing the exact number allowed to send is also good news for those who may not have read that particular passage in the tome. Not so good for the current Soviet situation.
Also if you look below, you will see that TRANSPORTING RESOURCES BY SEA
plainly states, "A side can only ship 5 resources a turn into, and/or out of, each minor port." And in TRANSPORT about sending BP's overseas, "You do this in exactly the same way as you transport resources".
I understand the break point on how many Bp's can be sent. But, The current AI has to understand as well as we do, that sending 5 BP's into some minor ports can result in none being valid. And should avoid them.
My overall theory was flimsy as stated before. Getting help with the rules and where to look is a benefit to asking in the first place.
Thank you all.
During the production step, you transport the promised build points to any city or major port in the recipient’s home country (current home country in the case of the Commonwealth). You do this in exactly the same way as you transport resources (see 13.6.1), except that you can also transport an additional 2 build points to the capital and 1 to each other city and major port cumulative, each turn (e.g. you could transport 6 build points to London each turn; 2 for being the capital, 3 for the factories and 1 for the major port in the hex). Promised build points that can’t be transported are lost.[/quote]
quote]TRANSPORTING RESOURCES BY SEA
If you can’t rail a resource to a usable factory, you may be able to rail it to a port and then ship it overseas through a chain of sea areas, each containing convoy points. If that chain of sea areas extends to a port, you may then be able to rail the resource from that port to a usable factory.
You can rail a resource point both before and after shipping it overseas but you cannot ship it overseas, then rail it, then ship it overseas again.
Example: You could rail a resource from the east coast of the U.S.A. to the west coast and ship it to the USSR via Vladivostok. You could then rail it to Moscow to become a production point. Since it has already moved overseas, you couldn’t then rail it to Murmansk and on by sea to Britain.
Some resources are in coastal hexes that are not ports. You can pick these resources up directly from the coast as if they were at a minor port.
A side can only ship 5 resources a turn into, and/or out of, each minor port.
You can only ship as many resources through a sea area as the number of convoy points you have in that area.[/quote]
“We never felt like we were losing until we were actually dead.”