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The flag points are not predefined, so that the player holding them can decide for himself whether to generate labor, ammunition, fuel or to set up a field hospital. Instead of infantry units capturing the flags immediately, it is now sufficient for the units to be within a certain radius without any enemy contact.
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Fuel is used to build vehicles and acquire global improvements.
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Ammunition is used to upgrade individual units and activate abilities. Manpower is used to request all units, infantry and tank guns only cost manpower. Players will still need to capture flag points scattered around the map in order to obtain ammunition and fuel necessary to recruit new units. The resource system of the first part has been modified. We want players to win by playing smart and taking advantage of the environment.
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The lead game developer Quinn Duffy described the gameplay as follows: “Wins should be tactical. The game engine is largely identical to the first part.
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