HOF-Lite "V1"

eric_A

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Oct 17, 2003
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Ajax, Ontario
I am launching 2 new Hinge of Fate PBEM games this month (Sept. 09). This game
uses V1.00 of the HOF lite scenario. The other game will use the new version 3 of
the full scale HOF scenario which should be ready within 2 weeks. This game is
intended as an introduction to the HOF scenario so I would encourage people have
have not tried the scenario to try this game rather than the full scale version.

The civilizations are:

Japan:
USSR:
Germany:
Commonwealth:
USA:

The link for the downloads and further information about HOF-Lite:

http://forums.civfanatics.com/showthread.php?t=317052
 
HOF lite is a scaled down version of my original HOF scenario.
The objective is a faster multi-player game. This scenario uses the
same HOF_V2 folder as the full scale version so if you do not have it on
your computer you need to go to post #2 in HOF V2 thread and download it.

The differences between HOF and HOF lite:

Smaller map (256x208).

There are only 5 civs, The Commonwealth, Germany, Japan, USA and USSR.
The Chinese cities are controlled by the United States and Italian cities are controlled
by Germany.

Each game turn is 2 months.

No marines in HOF lite; all foot infantry (not mech inf.) can make amphibious assaults.

Fewer techs.

Transports: The basic transport can carry 2 land units of any type. Convoys can carry 4
units but are slower than transports.

Generals and armies:
You cannot build armies in HOF lite. Each civ has a miltary academy which auto-produces
generals (MGLs). The basic army can hold 2 units, building the pentagon raises capacity
to 3. Germany and Japan start the game with more generals than the Allies, however the
allied academies produce faster so the Allies will catch up.

The academies are:

Sandhurst - Commonwealth
Offizierschulen - Germany
Imperial Army Academy - Japan
West Point - USA
General Staff Academy - USSR

The use of non-era techs:
There are 2 of these in HOF lite, Regular Industry and American Industry.

Regular industry - allows the construction of factories.

American Industry allows the construction of defense plants. Defense plants
are cheaper to build and more productive than factories. At the start of the scenario
America only has defense plants in the largest cities such as New York and LA.
As the war progesses the Amercan player can build more defense plants in second
tier cities such as Denver and Atlanta, this simulates the United States gearing up
for war. A city must have a hydro plant before it can build a defense plant. Since
the Hoover Dam is already built in Los Vegas, all continental Amercan cities will
have a hydro plant, but cities in China cannot build defense plants unless they build an
expensive hydro plant first.

V-weapons tech: Enables the building of V1 rocket factories. These will auto-build
1 V-1 rocket per turn. Note the V1 factories only work for a fascist gov.
 
No change of government allowed. No city flipping. No city razing

NO RELOADS unless the game crashes, reloads must be reported

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.

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.


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. Should you "accidentally" (because of unrest) run out of money there is a
1000 VP per turn penalty to your alliance.


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.
 
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