To rebuild HQs, one has to pay a cost. This cost is higher if HQ is not in or adjacent to a port.
I try to compute how much point are spent during the production phase by using a trigger. Each unit as unique costs. Since this costs vary depending on where the unit is (more expensive to build up a unit in Med Front than in East or West Front) and on some other external conditions I cannot put unit basic costs in a property attached to the gamepiece. So I use global properties defined in each zones of the map representing the fronts. As soon as I build up a unit, I add the corresponding zone unit build up costs to a game global property keeping track of this side expenses. If that was that simple all would be ok. (I already have a proto module to experiment this).
But in the case of HQ units, those require heavy logistical support to build up and this is simulated by a higher costs if the HQ is not located in or adjacent to a Major port when operating overseas. When a HQ unit is built up and it is overseas and not in or adjacent to a major port, there is a additionnal costs incurred. That’s what I’d like to be able test.
If I can test the presence of an inivisible “port” or “adj to port” in the same hex the cost would be the normal one if not, the normal cost plus the penalty.
I shall put the proto module on my website and provide you with a link to it as it will speak tons