Tigranes
Armenian
- Joined
- Sep 11, 2008
- Messages
- 9,909
“Long ago she'd clamped an iron shell around her heart
and nothing and no one could pry it lose,
but deep inside the tender flesh still beat.”
Sarah Sundin, A Memory Between Us
and nothing and no one could pry it lose,
but deep inside the tender flesh still beat.”
Sarah Sundin, A Memory Between Us
Iron Hearts
Welcome to the Game 3 based on my adaptation of European Scenario from WORLD WAR II 1939 mod by asioasioasio. Game 1 ended with the Axis victory. Will the history be different this time around? This time Britain controls all the Canadian forces and Ottawa, while Axis player (me) controls Balkan Axis.
PLAYERS:
Axis Ideology Champion (The Third Reich, Balkan Axis, and Italy) Tigranes
Western Allies Ideology Champion (British Empire with all the Canadian cities, master of symbolic 1 city civ Canada) Luthor_Saxburg
Comintern Ideology Champion (The Union of Soviet Socialist Republics) Rodrigo Costa
Just like in Game 1 -- there are 3 ideologies (Axis, Western Allies, Comintern -- former religions) and 21 objective cities in the game. In 1939 your ideology controls 6 objective cities with 3 objective cities remaining neutral. "Ideology controls a city" means ideology is present in the city and city belongs to you or to the civ that shares your ideology. There are 3 possible victories, one set by game and 2 by house rules:
VICTORIES:
Ideological Victory At any time any player whose ideology controls 12 or more Objective cities (as defined above) instantly wins the game.
WWII victory You win the game by the beginning of the last turn (Week 2 May 1945, after 243 turns ) if your ideology controls more objective cities than your opponents.
Time Victory Regular in-game victory by score in unlikely event we need a tie breaker with each of the ideologies controlling 7 cities (7*3=21).
NEW HOUSE RULES:
1. No gifting units.
2. No airlifts, except for units representing a single person, e.g. Great General, CEO, spy ...
3. Cities cannot be gifted except only when liberated to the original pre-Sep 1939 owner (this includes Canadian cities, which can be returned to Canada by human British player).
4. No permanent alliance between human players (includes Italy with Germany).
5. Italy goes AI if Rome is lost to any civ. Human Germany and human Italy cannot fight each other.
6. Once war is declared no peace deal can be accepted/proposed until the fall of "belligerent" capital.
7. Before 1940 UK can declare on Italy only if Italy is at war with someone.
8. Before 1940 Italy can declare on UK only after fall of Paris.
9. Human players cannot switch from their ideology (religion) and original Politics Civic (Fascist, Right Wing, Communist). Balkan Axis is excluded.
10. No land crossing of USA, Benelux, Spain and Turkey by any human player during OBs with those civs, while those countries stay neutral (not involved in any wars). "Single person units" are excluded. Ships can visit ports but must be found outside those neutral ports at the end of the player's turn. Finland, Sweden, Balkan Allies and West Scandinavia are excluded.
11. If the USA has not joined the side of the Allies by the end of 1941 and declared war, Germany declares war of the USA on Week 1 of December 1941. So does human Italy.
12. Because of the strange bug, Air Missions Bombing Buildings and Bombing Factories are not allowed.
13. Russian Siberian Troops: 4 MG II, 4 Inf II, 4 Red Guards I, 5 new T-34 (you can't even build them yet) and 4 Lavochkin fighters will be stored on the upper right corner of the map in fictional size 1 city Siberia. Russia can use them whenever she gets Great Spy (Zorge) and she has a war with Axis. Great Spy has to be deleted in exchange for those troops or Russia can chose to use Great Spy anyways she wants but troops cannot be touched until the new Great Spy appears.
Everything else is allowed, unless all 3 players agree otherwise.
Game started 6-29-2013. May the strongest ideology win!