Hinge of Fate Version 2- World War 2, 1941-1945

eric_A

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Joined
Oct 17, 2003
Messages
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Location
Ajax, Ontario
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:
 

Attachments

  • Hinge_of_Fate_V2_R2.zip
    9.5 KB · Views: 1,195
Copy the downloaded file to your conquests\scenarios folder and unzip.

The current version is 2.09. See post #6 for a description of the
changes made since Version 2.00


Note: Version 2.09 includes the Nov. 1941 pre-turn, see post 64 for
special rules for this turn.
 

Attachments

  • HOF_V2_09_MP.zip
    446.2 KB · Views: 559
Copy the downloaded file to your conquests\scenarios folder and unzip.

The most recent version for single player games is 2.07.

Note: Unless you are playing Japan your forces will not be able to move on the first
turn.
 

Attachments

  • HOF_V2_07_SP_Allies.zip
    222.9 KB · Views: 554
  • HOF_V2_07_SP_Axis.zip
    226 KB · Views: 509
  • HOF_V2_07_SP_Japan.zip
    224.1 KB · Views: 471
Scenario design: eric_A

Map: El Menecy

Map cropping: LouLong

Unit Animations by:
Wyrmshadow
Riptide
Micaelis Rex
recon1591
Akula
TVA22
BrBro
vingrjoe
W.I.N.T.E.R.
CivArmy
Olorin0222

Screen Shot #1 - The Russian Front
 

Attachments

  • EF.jpg
    EF.jpg
    305 KB · Views: 2,296
Patch number 1:

There was a mistake in the file names for the large & small Pcx files for the convoy supply
unit. This would cause the game to crash if you try to read the civilopedia entry for
that unit. To fix this, download the pediaicons file (at the end of this post), unzip it and replace
the original pediaicons.txt file in the HOF_V2/text folder with the new one.


A civilopedia update is now available. This update includes patch #1. You can find it here:

http://forums.civfanatics.com/showpost.php?p=6024704&postcount=35


Revision history:

Changes V2.00 -> 2.01

Renamed the wonders in Tobruk and Rangoon to "the Desert Rats"
and the "Moulemien Pagoda". These wonders are there to mostly
to discourage the AI from razing the cities.

Put back in the Baltimore class heavy CA for the USA. These got accidentally
dropped when I put in the US treaty CA. The idea is although the US starts
the game with treaty crusiers, all new builds should be Baltimores, the
Baltimores being slighty faster and have a bit more firepower.

Fixed some spelling errors and made some adjustments to cultural boundaries.

Changes V2.01 -> 2.02

Add VP location on Saipan.

Added Seafury. CW could not build Seafury naval fighter. (requires Nav. Av. 2)

Added Audacious Class Carrier for CW. (requires Nav. Av. 2)

Fixed problem with the Avenger naval bomber, it did not have lethal sea bombardment.

Updated stealth attack lists for all types of subs, some important targets were not checked
off, noatably the Shinano class CV and the Scharnhorst BC.

Added more food sources for Miami, I moved Miami one tile south in version 2 because
it was in the wrong location. But moving it put the city out of reach of food sources.

Fixed some problems with the US setup. The carrier Hornet was missing and an infantry
corp (I Corp). Deleted 2 subs and 1 DD from the Pacific that were placed in error.

Fixed some incorrect US unit names.

Changes V2.02 -> 2.03

Fixed problem with Kamikaze, lethal sea bombard was not enabled.

The Great Wall wonder - effects of this wonder now expired, except in the
single player allied game where Japan needs all the help it can get.

The Messerschmitt factory - Added for single play Allied game, produces Bf 109
every turn, located in Hamburg.

Changes V2.03 -> 2.04

U-boat and tnd I-boat did not heave stealth attack against US Modernized BBs

Removed battlecruiser in Leningrad, was placed in error.

Added VP location at Murmansk.

Updated text file in post #1.

Changes V2.04 -> 2.05

Click on link below to see the list:

http://forums.civfanatics.com/showpost.php?p=6093998&postcount=38

Changes V2.05 -> 2.06

Click on link below to see the list:

http://forums.civfanatics.com/showpost.php?p=6130800&postcount=43

Changes V2.06->2.07

Click on link below to see the list:

http://forums.civfanatics.com/showpost.php?p=6503850&postcount=45

Changes V2.07->2.08

http://forums.civfanatics.com/showpost.php?p=7072752&postcount=64

Changes V2.08->2.09

http://forums.civfanatics.com/showpost.php?p=7254822&postcount=71

Screen shot # 2 - Allied Navies in the Med:
 

Attachments

  • Med.jpg
    Med.jpg
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  • PediaIcons.zip
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Japan - Single Player game:

As the Japanese you must capture Palembang
to secure the Dutch East Indies Oil wonder. This Wonder will
produce an oil unit every turn. You need to transport
the Oil units to VP locations to get the cash needed to support
your forces and do research. Things are not so bad during the
initial period of the game when you are in the golden age but
after that you will be in dire straits without the oil income.
House Rule: You must return the oil to VP locations in the
Home Islands only.

The USA has a wonder called ComSubPac in Pearl Harbor which
auto-produces submarines, this makes the elimination of
Pearl Harbor a prime objective.

Apart from those two key objectives the idea is to grab all
the VP locations around the Pacific that you can get.

Russia has been beefed up so there is less chance that the your
AI friends will crush the Russians on the eastern front. If they do
you will have a hard time gaining enough VPs to beat them.

Russia:
You have a huge army but it has been decimated by heavy loses
so most of your units are understrength or conscripts. To make matters
worse your training organization has been stripped to replace combat loses
and by political purges (this is repesented by the lack of barracks in many
Russian cities).
On the plus side you have some veteran reserves in the far east and in
route to the front. You also have plenty of resources. Then there is help from
your western allies in the form of the Lend Lease program. In this scenario
the Lend Lease is a wonder and this wonder will trigger a golden age for
Russia. To build it you must first research Mobile Warfare 2.
 
I really enjoy your scenarios however 46 turns is rather short. I guess you really have to make use of the Blitz ability of units that have it.
 
Would the MP version be playable in SP mode while we're wating for the SP .biqs?
by "playable" I mean "not grossly imbalanced"
 
Would the MP version be playable in SP mode while we're wating for the SP .biqs?
by "playable" I mean "not grossly imbalanced"

Yes, playing the Minor Axis gives a well balanced game.

Japan is another possibilty, but if your AI Axis buddies manage
to breakthrough on the Eastern you will have very tough time
catching up with them on the higher difficulty levels.

Russia is impossible because you can't beat the western allies,
they have a lot of VPs in the Pacific that the Japanese AI can't
capture.

Germany and the Western Allies are way to easy.
 
Russia is impossible because you can't beat the western allies,
they have a lot of VPs in the Pacific that the Japanese AI can't
capture.

Let me clairify that, it is impossible at the higher difficulty levels,
if you set the difficulty low enough you can wipe out Germany &
Italy and win.
 
THanks for the info, Eric.
 
Nice scenario about the War. I am glad you have added WWII units from the game. Ask me one question why does Russia have Cavalry units?
 
Could be because the Russians historically fielded a fair amount of Cav during the war, especially early and there were even Guards Cav as well.
 
Could be because the Russians historically fielded a fair amount of Cav during the war, especially early and there were even Guards Cav as well.
You are absolutely historically correct. Now that the single player files are posted need to give this new version a go.
 
:goodjob: You are right gentlemen!!:thumbsup: I am glad you have corrected me.:goodjob: I wonder why so many people do not answer my comments.:( I only write just to cause mischief:mischief: I want someone to write to me!!!:cry: So,:( any ideas gentlemen???
 
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