All ammunition, coal, repairs and assets are paid from a points pool replenished only by commerce.
How it works
Each side's points pay for ships, docks, coal and soldiers, e.g. an A round costs 5 points, a day's coal 1, a fort 200; towns lose points if bombarded. Merchant freight points double per 100 miles and can be captured; one side may lose food points daily. Exhaustion of reserve points means defeat; using three quarters of coal reduces waterline armour one grade.
The exhaustion of reserve points on either side thus makes a defeat of that side.

