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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:29
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Here are the house rules: 
- Only the owner of Suez, together with her allies, can
cross the Suez Canal.
- Only the owner of Panama City, together with her allies,
can cross the Panama Canal.
- Only the owner of Istanbul, together with her allies, can
sail between the Mediterranean and the Black Sea.
- Only dive-bombers and fighters can land on Carriers.
- Subs can not carry V-1 missiles or atomic bombs.
- No airlifting between cities.
- As the Axis Powers you win the war if you and your ally
manage to capture two enemy capitols, and holding them for
one turn. (Moskva, London or Washington)
- As one of the Allies you win the war if you and your allies
manage to capture two enemy capitols, and holding them for one turn (Berlin and Tokyo). You will also have to liberate at least
three occupied friendly capitols (Oslo, Paris, Athens, Tirana,
Warszawa, Nanking, Riga, Kaunas). If you capture Rome you will only have to
liberate one friendly occupied capitol.
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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:29
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I read this over at Historic Battles. They made this a house rule for 2194 Days of War Giga Map version. Do you think we should adopt that to this game?
quote: Darius makes an EXTREMELY good case for no tech trading and no unit trading as a house rule:
Absolutely NO techs or units should be gifted in any case. Even generic techs, and here's the reason why: would it seem realistic to you to have one side using nukes as early as 1943 or 1942? In the CFC game I got the nuke tech in late 1943 as the Japanese, when realistically they never would have gotten nukes at all. If I had been coordinating research with sas (preventing duplicate discoveries) we could have both had the tech at an even more ridiculous time.
This problem doesn't just concern nuclear techs, but ALL techs. If the Axis give me Radar (a "generic" tech), for example, then I won't have to study that and can study something else (perhaps in the Nuclear line), and I am still sped up to an unrealistic point. Just like having oil from one country be cheaper affects oil prices worldwide, being gifted one "generic" tech can affect your research on all sorts of non-generic techs.
Secondly, the Axis had virtually no technological cooperation anyhow, with the exception of a German submarine with specs for new weapons sent in friggin 1945 (it didn't even arrive before Berlin fell). The Anglo-Allies cooperated quite a bit but not entirely; how much did the British participate in the Manhattan Project? Meanwhile they had virtually NO research cooperation with the Soviets.
Thirdly, allowing negotiations and then applying several house rules for trading only increase temptation to cheat. By having negotiations toggled off entirely, there is one less rule to break and therefore many more games that would survive.
And finally, I've said it time and time again; when people talk about how Lend-Lease is never recreated in no-negotiation games, I say build freight! The designers of the original 2194 Days of War and Pap in designing this (he told me himself) intended for trans-Atlantic trade to represent Lend-Lease by giving trade and research bonuses.
The biggest reason for this is that it can be intercepted by German u-boats, and therefore the scenario by its very nature forces both sides to focus more on the Battle of the Atlantic. Another possible reason is because Lend-Lease was mainly logistical supplies (trucks, food, etc.) rather than weaponry, so that the receiving country could have more manpower focused on building weaponry rather than logistics. The same occurs when you use freight in civ2; the receiver gets some cash so that they can focus more on building and/or rushing units rather than making trucks, food, etc. |
And what about cash gifting?
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