Hinge Of Fate Game - Edelweiss

eric_A

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Oct 17, 2003
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Location
Ajax, Ontario
The code name for this game refers operation Edelweiss (1942) - German advance on the Caucasus and attempt to capture the oil fields of Baku .

The house rules will be the same as the Totalize game.
One new rule:
Convoy supplies, iron and oil may NOT be transport on air transport units.


One Spot is OPEN - Minor Allies

The Civs are:

1. Japan : Eric_A
2. Germany : Jureil
3. Russia : Glastnost
4. Minor Allies : Open
5. British Empire : AKSully
6. Minor Axis : AnthonyBoscia
7. USA : Elephantium
8. Nature : Classical Hero

We have 4 players from the previous game (Totalize) in on this we and minimum of 2 more to start. I would like to organize a random draw for civs on this game.

48 hour rule:

I want to strictly enforce this rule for this game to keep it moving.
If a player is even 1 minute late, any other player on the same side
can play the turn and send it along. So when you play a turn E-mail it
to everyone on the next player's team, not just one person.

We will suspend the 48 hour rule for the Holidays, from Dec 23rd to Jan. 2.
 
I could probably hop in. I played in the one game that got ruined by Rick, but it was very short lived so I don't have much expertise on the scenario.

So if you don't mind me doing some stupid mistakes count me in. :)
 
I'd like to join, although I haven't played this yet. I wouldn't mind taking the Minor Axis, so as to warm up to the game and not randomly draw a major power that could be more effectively run by an experienced player.
 
I have made up a random list of animals, each corresponds to one of the
major powers. I have E-mailed the list to Classical Hero. Pick an animal. Since
I know the list I will not be allowed to pick, I will take the last one remaining.
Once this is done CH will reveal the countries.

fox
rabbit
moose
groundhog
beaver
 
I'll take the Rabbit, let's hope I won't be fighting fox :)

Are there any essential things to read for preparation? Something like 10 main things to keep in mind when playing nation x.
 
Hi all, i´v played some civ singleplayer and online for some years, but i´v never tried out this format, can i join you guys? I like the fox.
 
Hi all, i´v played some civ singleplayer and online for some years, but i´v never tried out this format, can i join you guys? I like the fox.

You got it. I'm left with the groundhog.

I know Sully wants to play in this one so He can have the Minor Allies.
 
I hope CH hasn't had a relapse of his medical condition.
Rather than delay waiting for him I'll post the list, he can
confirm it when he comes back.

USA - moose
Brits - fox
Russia - rabbit
Japan - groundhog
Germany - beaver

Glastnost - Since you have Russia, you may want to read "The Stalin Papers"
in the "Test Run" thread (starting around post 538) here:

http://forums.civfanatics.com/showthread.php?t=337861

Tribune - As Britain you have one of the most difficult starting situations.
I would strongly urge you to seek advice from your western allies, both of
whom have loads of experience.
 
I will set up the game tonight, as I am Japan. Nature normally moves first but Nature
doesn't need to do anything so I will skip over the Nature turn. So Jureil should have
the game in his inbox Monday morning.

Three things to remember about the pre-turn:
CAP IS an air mission.
Submarines have completely different restriction than surface ships.
NEW - No selling of city improvements!


Pre-turn restrictions, which only apply on the November 1941 turn:

Of course, Nature is not affect by these:

Restrictions:

Japanese transports and convoys can move their full movement.
Japanese land units which start the turn in a port may
board ships: they may not disembark.

Ships which start the turn at sea may move up to 4 tiles.
They cannot attack or bombard

No submarines or other ships may move, except:
The 3 US Submarines (Perch, Skipjack and Sailfish) in
the Philippines may move up to 6 tiles. (This will keep Sully or Eric from
sinking them all on the December turn).

No artillery bombardment.

No air mission of any type can be flown.

Guerrilla and partisan units may move but cannot
attack or destroy improvements.

Other land units CAN fortify or go into sentry mode
but cannot move.

Production CAN be changed, queues CAN be set up.
 
Here are the House Rules which are unchanged from the "Totalize" game:

Air transport units can transport only parachute divisions.

No interference of and kind with the pre-turn building process is allowed.

No change of government allowed. No city flipping. No city razing

NO RELOADS unless the game crashes, reloads must be reported

Guerrilla forces (partisans, resistance and Red Army) may not be loaded onto sea transports.
Partisans and Resistance are restricted to Europe. Red army are restricted to China and the Soviet far east.

A maximum of 4 air units per airbase. This rule only applies at the end of
your turn. You may voilate the limit during the course of your turn, as long
as there are only 4 units left at the end. New airbases cannot be built within 4 tiles
of an existing airbase.

A maximum of 4 divisions (or 1 corp + 1 division) of land units may be placed on one
tile islands such as Midway. Islands with cities such as Pearl Harbor are exempt from this
rule. This rule only applies at the end of your turn. You may violate the limit during
the course of your turn, as long as there are only 4 divisions left at the end.
Artillery, flak, Kamikaze and V-1 units do not count against this limit.

Oil units must be transported to VP location on the Japanese home islands.

NEW Iron units must be transported to VP location in Germany or Denmark

City Trading: City trading is only allowed in the following special cases:

a. Plymouth may be traded to the US as a base for the Normandy invasion.

b. Any city can be traded back to the civ which owned it at the start of the game if liberated by an ally.

c. Paris may be traded to the Minor Allies if liberated by US or CW.

Neutral Countries:
Tiles with the landmark symbol are off limits. Locations are Switzerland, Sweden
Turkey, Mexico and Spain (with the exception below). The landmark
symbol does not always appear in the actual game for some reason, but you can
always open the .biq file with the editor and check if in doubt.

Spain and Gibraltar:
Allied forces are restricted to Gibraltar and cannot enter the surrounding Spanish territory
unless the Axis enter Spain. If the Axis enter Spain then the Allies can move through Spain without
restriction.

Running a deficit to Boost research is not allowed. The is a 1000 VP penalty
should you "accidentally" (because of unrest) run out of money.

German construction brigades are restricted to use within Europe and must stay west
of Warsaw

It is not allowed for a team to use civil engineers to contribute shields to the construction of a building, and then rush that building and switch to a unit, as the shields from the civil engineers will carry over when they should not. Additionally, teams cannot partly build a city improvement, rush it, and then switch production to another building and continue this process, as the civil engineers' shields will be counted once for each rush, providing a false number of shields.

Changing Laborers pre-Production Phase
No breaking into the build sequence and changing Laborers from high commerce tiles to high production tiles by navigating through the city arrows or F1. Changing the Laborers in a city which has already completed it's production phase is allowable though.

No Gold Mine, I.e. making cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.

The Blizzard Rules (only Russia has blizzard units so these apply only to Russia):

Blizzards may not move south of Maikop.

Blizzards MAY NOT attack cities, they MAY defend cities.

A maximum of 2 blizzard attacks on a tile per turn.

A maximum of 2 blizzard units may stack in a tile at the end of the Russian turn.

Blizzards may not pillage roads, rails, mines forts and irrigation.

Blizzards may destroy radar towers and watch towers.

If a blizzard unit captures non-combat units such as workers or heavy guns
the captured units may not move or be disbanded until a non-blizzard Russian
combat unit enters the tile.

If a blizzard unit captures an airfield, Russian air and parachute units may not
rebase to that airfield until a non-blizzard Russian combat unit enters the tile.

Any blizzards still left on the map at the beginning of the Russian April turn
must be disbanded.

If we are using the Nov/41 pre-turn biq file, blizzard units may not move in
the month of November.

Must save the game after every Civ..
 
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