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\deflang1033\pard\plain\f2\fs20 STALIN'S DILEMMA: Overview
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\par OBJECT OF THE GAME: Increase Industrial Capacity to 48, Military Effectiveness to 66, and Political Stability to 1.0 while suffering fewer than 10 million Deaths
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\par BASIC STRUCTURE OF PLAY: You have 3 Turns (5 Year Plans) in which to increase the Soviet Union's Industrial Capacity, Military Effectiveness, and Political Stability to the levels given above.  To do this, you must move items between the different Sectors of the economy.  To "move" items, click on the up and down arrows on the controls next to the boxes with the numbers in them.  
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\par AGRICULTURE SECTOR: To accomplish your goals, you begin by transferring Food from the Agricultural Sector to the Metals, Fuels, Industry, and  Military Sectors of the economy so the Workers in them can eat. (Workers who can't eat don't produce.)  The Peasants produce Food automatically at the start of each Turn, but you can only transfer Food to other Sectors from the Surplus.  You can create a Surplus either by leaving "Market"  selected and allocating Goods for the Peasants (paying them to sell food) or by selecting "Quotas," which enables you to set an amount of Food to be taken from the Peasants (forcing them to give up food).  Quotas are more effective if the Peasants are Collectivized (gathered on large "collective" farms rather than left to work their own small plots), although the Peasants will resist Collectivization initially.
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\par FUEL SECTOR: Each fed Fuel Worker will produce Fuel that you can transfer to the Metal, Industrial, Agricultural, and Military Sectors to run machinery (Mining Equipment, Factories, Tractors, and Weapons).  Note that if the Fuel Sector has machinery (Rigs) it will produce extra fuel.
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\par METALS SECTOR: Each fed Miner will produce Metals that you can transfer to the Industrial Sector.  Each Factory needs 1 Metal in order to contribute to the Industrial Capacity.
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\par TRANSPORTATION SECTOR: Each time you move something between Sectors, it takes some of your Transportation Capacity (trains, boats, trucks, and so on).  This happens automatically, so you don't have to worry too much on the first turn, but as your economy grows its transportation needs will grow too, so you may want to create additional Transports so this doesn't become a bottleneck in the Second and Third turns.
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\par INDUSTRY SECTOR: Each fed Worker can run 1 Factory to contribute to INDUSTRIAL CAPACITY if 1 Metal and 1 Fuel is available as well.  Industrial Capacity can be used during the game to create new manufactured articles (Mine Equipment, Fuel Rigs, Transports, Weapons, Tractors, Consumer Goods, and new Factories).  Note that these articles will not become available for use until NEXT Turn (when they will be automatically sent to the appropriate Sector, except for Goods (which you can allocate to any workers) which will go into the Goods Available area of the General Resource Pool).  At the end of the game, you will be judged on the basis of the INDUSTRIAL CAPACITY you had available during the last Turn.
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\par MILITARY SECTOR: Each fed Soldier contributes to the nation's MILITARY EFFECTIVENESS.  Fed Soldiers are much more effective if they are manning Weapons that have Fuel.  Military Effectiveness builds up over time (soldiers are trained and officers  gain experience).
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\par FOREIGN TRADE: Food, Fuel, and Metals can be sent here to be sold abroad in exchange for manufactured articles.
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\par GENERAL RESOURCE POOLS: 
\par Unassigned Workers is Workers not currently assigned to an Economic Sector, either because they just became old enough to work or because they have left the farms to look for work.  Since unemployment cannot exist in a Socialist economy, they have to be assigned to one sector or another before the end of the Turn.  
\par Goods Available is the number of Consumer Goods produced last turn that are available to be allocated to Workers in different economic Sectors.
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\par STABILITY: This is the POLITICAL STABILITY of the nation overall.  It is the average of the SoL (Standard of Living) of all of the economic sectors.  The SoL is determined by the Food and Goods available to the Workers in a Sector (if not all Workers have Food, the SoL is negative; if all are Fed and they have some Goods, the SoL is positive (if they have enough Food but no Goods, the SoL is zero)).
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\par DEATHS: Whenever a Sector has a negative Standard of Living (SoL), people will die.  A Sector's SoL will be negative when it does not have enough Food (each Worker needs 1 Food each Turn).
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\par \pard\plain\f2\fs20 IMPLEMENT PLAN: Press this button to end the current Turn.
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\par FURTHER INFORMATION: General information on play as well as specific information on some common questions can be accessed via buttons at the bottom left of the screen.  Furthermore, each Sector contains one or more small buttons with a "?" in it which you can click to get more information.  Finally, some boxes have small yellow buttons next to them, which will highlight the boxes which contribute to it.
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