eric_A
Deity
Introduction
Hinge of Fate (HOF) is the title for my global WW2 scenario for C3C. The name
comes from the title of one of the five volumes of Winston Churchill's war
memoirs. That volume dealt with the events of the years 1942-43, including
the decisive battles of Midway, El Alemain and Stalingrad.
HOF V2 Brief Summary of Changes
Game turns are now 1 month. There are no more long and short
games, just one game which is 46 turns.
Naval movement has been greatly increased, destroyers
for example now move 30 tiles per turn. But coastal tiles
now cost 3 movement points and sea tiles cost 2.
Convoy supplies and oil treasure units. These units have been
introduced to add a dimension of economic warfare using the
"reverse capture the flag system".
The British Commonwealth needs to ship convoy supplies from
Canada to the UK or Gibraltar to keep the economy healthy.
Japan needs to ship oil from Palembang on the island of Sumatra
to the home islands. A house rule is needed to stop the human
player from shipping the oil to other closer VP location such as
Singapore or Borneo. Note: the AI can handle the Canada to
Britian supply route but for some reason cannot figure what to
do with the oil units from Sumatra. For this reason I have
removed the Oil from any single player version where the AI is
controlling Japan.
Partisans, Resistance Fighters and Red Army units. These are
very weak but INVISIBLE units. None of these units can be built
directly, they are auto-produced by wonders.
Border Guards and Coastal Defense units. These are immobile
units which can see invisible units such as partisans and subs.
Germany and Italy have border guards at the start of the game
stationed around their borders to keep out partisans and the
resistance. Most major ports such as Kiel, Liverpool, New York,
etc. now have coastal defense units at the start of the game so
if you park your subs too close to these cities they will be seen.
These units cannot be replaced, if destroyed by the enemy they
are gone forever.
Construction Brigade - Germany has several of these units at the
start of the game. They have a movement of 2 and work faster than
the standard workers. The intention here is to help Germany keep
it's road network intact in the face of Allied bombing. These
units cannot be replaced, if destroyed by the enemy they are gone
forever.
Lots of new unit graphics - In particular I would like to thank
Wyrmshadow for his excellent new CW naval units and Olorin0222 for
his help in creating the oil and convoy supply units.
Did extensive research on the historical Order of battle for
the initial setup. Most of land units are now named.
For a complete description of the scenario, download this text file:
Hinge of Fate (HOF) is the title for my global WW2 scenario for C3C. The name
comes from the title of one of the five volumes of Winston Churchill's war
memoirs. That volume dealt with the events of the years 1942-43, including
the decisive battles of Midway, El Alemain and Stalingrad.
HOF V2 Brief Summary of Changes
Game turns are now 1 month. There are no more long and short
games, just one game which is 46 turns.
Naval movement has been greatly increased, destroyers
for example now move 30 tiles per turn. But coastal tiles
now cost 3 movement points and sea tiles cost 2.
Convoy supplies and oil treasure units. These units have been
introduced to add a dimension of economic warfare using the
"reverse capture the flag system".
The British Commonwealth needs to ship convoy supplies from
Canada to the UK or Gibraltar to keep the economy healthy.
Japan needs to ship oil from Palembang on the island of Sumatra
to the home islands. A house rule is needed to stop the human
player from shipping the oil to other closer VP location such as
Singapore or Borneo. Note: the AI can handle the Canada to
Britian supply route but for some reason cannot figure what to
do with the oil units from Sumatra. For this reason I have
removed the Oil from any single player version where the AI is
controlling Japan.
Partisans, Resistance Fighters and Red Army units. These are
very weak but INVISIBLE units. None of these units can be built
directly, they are auto-produced by wonders.
Border Guards and Coastal Defense units. These are immobile
units which can see invisible units such as partisans and subs.
Germany and Italy have border guards at the start of the game
stationed around their borders to keep out partisans and the
resistance. Most major ports such as Kiel, Liverpool, New York,
etc. now have coastal defense units at the start of the game so
if you park your subs too close to these cities they will be seen.
These units cannot be replaced, if destroyed by the enemy they
are gone forever.
Construction Brigade - Germany has several of these units at the
start of the game. They have a movement of 2 and work faster than
the standard workers. The intention here is to help Germany keep
it's road network intact in the face of Allied bombing. These
units cannot be replaced, if destroyed by the enemy they are gone
forever.
Lots of new unit graphics - In particular I would like to thank
Wyrmshadow for his excellent new CW naval units and Olorin0222 for
his help in creating the oil and convoy supply units.
Did extensive research on the historical Order of battle for
the initial setup. Most of land units are now named.
For a complete description of the scenario, download this text file: