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.