HOF V4 - Totalize

eric_A

Deity
Joined
Oct 17, 2003
Messages
3,227
Location
Ajax, Ontario
Game Has Started - But 2 slots are still Open

The code name for this game refers operation Totalize (1944) - Allied advance to capture highground north of the city of Falaise.

We will be using version the 4.0 .biq files so be sure to download the latest HOF_V4
folder from Atomic Gamer, see post 3 for download links.

Game started

The Civs are:

1. Japan : Classical Hero
2. Germany : Bowsling
3. Russia : Juriel
4. Minor Allies : Eric_A
5. British Empire : Elephantium
6. Minor Axis : Open
7. USA : aksully
8. Nature : Open
 
New - 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..
 
Rules for Nature Units:

Nature Land units MAY NOT attack cities.
Nature Sea units (some have bombard capability), may bombard cities.

Hurricane Season in the Atlantic:
Starts in June and lasts until the end of November.
Any hurricanes generated out of season must stay in
port until the season begins. Once a hurricane leaves port
it may not return to port. Any hurricanes left on the map
in December must be disbanded.

Typhoon Season in the Pacific/Indian:
Starts in November and lasts until the end of April.
Any Typhoons generated out of season must stay in
port until the season begins. Once a Typhoon leaves port
it may not return to port. Any Typhoons left on the map
in May must be disbanded.

Icebergs:
Season starts in December and lasts until the end of July.
Any Icebergs generated out of season must stay in
port until the season begins. Once an Iceberg leaves port
it may not return to port. Icebergs can never move south
of tile row 106, this tile row runs right through the Straits
of Gibraltar and through Seoul in the Far East.
Any Icebergs south of row 52 (the southern tip of Greenland) must
be disbanded at the beginning of the August turn, those north
of the line stay on the map but may not move south of the line
until the next iceberg season.

Sand Storms:
Can occur any time of year but are most common in spring (March-April-May).
Once a sand storm leaves a city it can never return. Sand storms must
always move their full movement each turn and can never stop to heal.
They are limited in area to North Africa, Arabia and the Middle East.

Gales:
Can occur any time of year but are most common in winter (Dec to March).
They can travel anywhere on the map ( any sea tile, they can't travel on land ).
Once a gale leaves a port it can never return.

Bugs (malaria and dengue)
Are active all year long. May never return to a nature city once they leave.

__________________
 
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:
NEW- The 3 US Submarines (Perch, Skipjack and Sailfish) in
the Philippines may move up to 6 tiles. (This will keep Sully 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.
 
I am in and hopefully since I have started treatment for my health problems, I should be able to play this all the way through. I will wait and see what other players want, with my preference being the Germans, but I am not that fussed with which civ to take.
 
I am in and hopefully since I have started treatment for my health problems, I should be able to play this all the way through. I will wait and see what other players want, with my preference being the Germans, but I am not that fussed with which civ to take.

Glad to hear that CH!!
 
Hey guys I would like to move up from Nature and play any of the nations other then Nature.

Thanks
 
Edit: I guess i´ll play Japan then.

Some players have privately expressed concerns about having you in this game given
what happened in the previous game and the AOI game. I think the proper thing to do would
be to let the other players vote openly on this.

However if you want to play Nature I don't think anyone would object,
I certainly wouldn't.
 
Well. I played Russia last time, so I'm a little hesitant to play it again. Maybe I could give Germany a shot? But I'm not sure if I want to go up against the legendary Sully/E duo yet again. Or maybe I could go with the Minor Allies? But they're so boring...

Ah, screw it. Germany it is. :D Unless Juriel wants it, that is.
 
Well. I played Russia last time, so I'm a little hesitant to play it again. Maybe I could give Germany a shot? But I'm not sure if I want to go up against the legendary Sully/E duo yet again. Or maybe I could go with the Minor Allies? But they're so boring...

Ah, screw it. Germany it is. :D Unless Juriel wants it, that is.

Geez Bow!!! I thought I was doing everyone a favor in not taking Japan!!!!! :crazyeye: And you should have an advantage taking Germany after having played Russia (brilliantly I might add)!! And a healthy CH should make the Axis very hard to deal with. It's shaping up to be a great game! :goodjob:
 
I don't mind screwing up Russia, I think it would be fun but if a more experienced player wants to play it I can take the Minor Axis. It's all good to me!
 
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