HOF V2 "Random"

eric_A

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Joined
Oct 17, 2003
Messages
3,227
Location
Ajax, Ontario
A new HOF game using a random draw to pick civs.
We will be using HOF V2.09A

For more about the Hinge of Fate (HOF) scenario click here:
http://forums.civfanatics.com/showthread.php?t=235497

List of countries and players in order

1. China : Kuntis
2. Japan : Jean
3. Russia : Spartaca
4. Germany : Eric_A
5. Minor Allies : Semental
6. Commonwealth : Has
7. Minor Axis : Sully
8. USA : Kuntis
__________________
Creator of the TOS & HOF scenarios:
 
House rules:

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

NO RELOADS unless the game crashes, reloads must be reported

Guerillas 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 voilate 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.

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.

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 only penalty in the game
mechanics is losing a unit. Losing say 1000 Vps would be a little more appropriate
should you "accidentally" (because of unrest) run out of money.
I'm not sure how to enforce this, anyone got any ideas?

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 (Civ/PtW/C3C)
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.
 
Restrictions:

Japanese transports and invasion fleets 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.

No artillery bombardment.

No air mission of any type can be flown.

Guerilla 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.
__________________
 
The following list was given to me by eric_A back on the 16th of November. I've been given the go ahead to post it now so here it is!

7. Japan
1. Russia
3. Germany
5. Minor Allies
4. Commonwealth
6. Minor Axis
2. USA + China
 
So i´m with Spartaca, Knutis and Semental, let the fun begin, prepare to feel the pain Axis! :D

Welcome to the game Jean!
 
Russia will crush all who dare invade its territory and warns the Germans and Italians to repatriate their forces immediately. There will be no further warnings!

Are we ready then for Knutis to start the game?
 
I'm a little busy with school-work at the moment, but I'll probably get it started tomorrow. If not, then Sunday for sure.
 
I can explain the pre-turn to Jean but have to make sure I understand myself.

Japan can move transports and invasion fleets their full movement. It can only move other ships 4 tiles. There is no other movement or attacks allowed by Japan the first turn. Is this correct?
 
"Russia cannot make any direct attacks on German units on the first turn, but may attack the Minor axis (or Japan if they really want to go crazy) and bombard without restriction."​

Eric: I know there is no movement by Russia on the first pre-turn. Can Russia attack German forces on turn 2?
 
That is correct. This move makes up for some of the Civ3 game engine limitations. It allows the Japanese player to load assault troops onto Transports/Inv Flts so that they then can be moved to desired destinations prior to the start of the war. This way come the start of the December turn, the Japanese are in position to make amphib attacks that they made historically. Now of course that doesn't mean the Japanese player has to make attacks as they did historically. It just allows him to be able to.

I hope Jean has played the solitare game once or twice to get a feel for the game? Playing HOF for the first time and playing the Japanese is a hell of a learning curve!

Jean..feel free to email me with questions that come up during the game!

Sully
 
Thanks.

Japan can move only : transports, invasion fleets (ships who are in saigon and formosa, and ships who go to pearl harbor?).
Japan can not move others units? no take rangoon, hong kong?
only fortify units?
no move for all the submarines and ships (except invasion fleets?and except if they are in sea (they can move 4 tiles?)
 
I can explain the pre-turn to Jean but have to make sure I understand myself.

Japan can move transports and invasion fleets their full movement. It can only move other ships 4 tiles. There is no other movement or attacks allowed by Japan the first turn. Is this correct?

Only ships which are "at sea" (not in a port) at the start can move the
4 tiles And no sub movement at all on the pre-turn.
 
I can explain the pre-turn to Jean but have to make sure I understand myself.

Japan can move transports and invasion fleets their full movement. It can only move other ships 4 tiles. There is no other movement or attacks allowed by Japan the first turn. Is this correct?

Duplicate post, please ignore.
 
Thanks.

Japan can move only : transports, invasion fleets (ships who are in saigon and formosa, and ships who go to pearl harbor?).
Japan can not move others units? no take rangoon, hong kong?
only fortify units?
no move for all the submarines and ships (except invasion fleets?and except if they are in sea (they can move 4 tiles?)

That sounds correct, remember no attacks or land movement on the
November turn.
 
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