				Hinge of Fate Scenario, Version 4 Notes

				New in version 4 -

Minor Allied Infantry divisions now require rubber to build. Since there is no
rubber in China this makes keeping the Burma road open vital to the Allied 
war effort. Without rubber the only infantry divisions produced in China will
be the ones auto-produced by Stillwell's training camp.

Added new unit graphics for IJN light carrier and IJN destroyer, IJN CLAA, Kongo
class BB and British Dido class CLAA.

Added 2 air transport units, 1 for Allies and 1 for Axis. Made Para divisions more
costly, can no longer airlift or drop without air transport unit.

Added Flak tower City improvement for fascist govs. 4 main cities in Germany
and 2 cities in Italy have towers at start, 

Added Iron Ore treasure unit.

Added great wonder, Kiruna Mine in Narvik, autoproduces iron every 3 turns.

Reduced number of foreign workers in Germany, added more flak units, added worker in Norway.

Norway made more productive, larger population, more mines roads & factories 

Added 1 more worker for Minor Axis. 

Increased attack strength of IJN destroyers by 1 (long lance torpedoes)

Increased bombard strength of US destroyers by 1 (Radar)

Added hospital in Leningrad

Nature government tech change from feudalism to nature_tech to prevent
other AI controled civs from switching to nature government.

Added civilopedia entries for AI assist wonders

Reduced the number of Blizzard producing Russian cities, but keep number of
starting blizzards the same (this is to simulate how unprepared the Germans were
for the winter of 41-42, but were better equipped in later years).

Added new units (eg BB Kongo) to stealth attack lists for all subs.

				Introduction

1.0  Hinge of Fate (HOF) is the title for my global WW2 scenario. The name comes from
the title of one of the five volumes of Winston Churchill's war memoirs. That volume
dealt with the events of the years 1942-43, including the decisive battles of Midway,
El Alemain and Stalingrad.

 I had originally though of doing a mod on Rocoteh's WW2 Global scenario 
adapting the naval-air system for my TOS scenario to WW2 Global. After
taking a long look at it I decided that map was just not what I wanted, 
Europe is just too small. So I decided to use El Menecy's 362 by 325 
world map. Then the bottom 10 rows of the map were cropped off (thanks Loulong).

 Although the map is larger than WW2 Global, there are fewer cities because; 
1. there are no neutral countries
2. where possible I used one very large city to represent 2 on more smaller
ones. 
 
I did borrow several ideas from Rocotehs fine scenario and those
ideas are acknowledged later in the document.

 Also the political situation in 1939 was just too complicated so I decided
to start HOF in December 1941. That way every country is at war at the start
of the scenario. When controlled by the AI, Russia can and sometimes does
declare war on Japan on the first turn, but those conflicts tend to brief and 
indecisive, more of a border clash than a war.

 There are both single player and multi-player versions of the game.
In the single player games, your units will not be able to move on turn 1
unless you are playing Japan. 



				Time Scale, Civilizations and Alliances

1.1 Turns represent 1 month in real time. The game covers the period from Dec., 1941 until 
September, 1945. The civilizations in order of play (for multiplayer) are:
	
	1. Nature
	2. Japan
	3. Germany
	4. Russia	
	5. Minor Allies
	6. British Empire
	7. Minor Axis
	8. USA

The Minor Allies, led by De Gaulle of the Free French include Free French
territories, China, Brazil and the Dutch East Indies. I took a few liberties with
history here, Brazil did not actually declare war until August, 1942.
The Minor Axis, led by Mussolini of the Italians includes Vichy French 
territories, Finland, Hungary, Romania and Bulgaria.

 The political situation:

Locked alliance #1 (USA, British Empire and Minor Allies) at war with alliance 2 and 4. 
Locked alliance #2 (Germany and Minor Axis) at war with alliance 1 and 3.
Locked alliance #3 (Russia) at war with alliance 2.
Locked alliance #4 (Japan) at war with alliance 1.
				
1.2				Supply Convoys

Convoy supplies and oil are treasure units. These have been introduced to
add a dimension of economic warfare using the "reverse capture the flag system".

The British Empire needs to ship convoy supplies from Canada to the UK or Gibraltar
to keep the economy healthy. Unit support costs for Britian are 2 gold per unit compared
with 1 for the other Allies.

Japan needs to ship oil from Palembang on the island of Sumatra to the home islands. A
house rule is needed to stop the human player from shipping the oil to other closer VP
location such as Singapore or Borneo. Note: the AI can handle the Canada to Britian supply 
route but for some reason cannot figure what to do with the oil units from Sumatra. For this
reason I have removed the Oil from any single player version where the AI is controlling Japan.
		
					
				Units Concepts

2.1				Land Units 

2.10 Most types of land units in HOF come in 2 sizes, the division and the corp. 
In you set your city production list you can select to build an "Infantry Corp"
or an "Infantry Division". 3 divisions equal 1 corp so a division is 1/3 of a
corp. China and Russsa are different, see sections 2.13 and 2.14. French foreign 
legion and fortress units are division-size only; there are no parachute, legion, or 
fortress corps. Militia units are used to represent smaller detachments such as brigades
as well as local defense divisions such as British Home Guard. There are no militia corps.
 
2.11 Artillery and flak units represent batteries of about 50 guns. 

				Drafting
2.12 Drafting units produces a militia unit. 

				Chinese Infantry
2.13 The basic Chinese infantry unit is a corp-sized unit. These units are considerably
weaker than other infantry corps. During World War 2 Chinese units were poorly trained
and equipped; a typical Chinese division had only about 5000 men compared with
12,000 to 15,000 in a Japanese Division. China can draft these units. The Chinese
infantry are also slower than other infantry with only 1 movement point instead of 2. 
These Infantry units are auto produced by the 3 Chinese Replacement Depots in the
cities of Sian, Chungking and Chihkiang

				Russia
2.14 The basic Russian infantry unit is the Soviet Rifle Corp. A rifle corp is the 
equivalent of a full strength US or British division. The larger Russian infantry is the
Soviet Rifle Army. Tank units are similar with T-34 corps and Armies. Militas and 
light tank units are used to represent individual Soviet divisions. Russian armies
are called "fronts".

     

2.15				Land Unit Types 

Note: there are 3 mobile warfare (MW) techs, Mobile warfare 1 allows the
basic medium tanks and MW 2 and 3 each allows improved tanks and new mechanized
units.

				Infantry
				
Generic infantry	(used by the British, Minor Axis, Minor Allies)
US Infantry
German Infantry			
Russian Infantry	
Japanese Infantry
Chinese Infantry

Generic Marines
US Marines		(these use the combat engineer graphics)
SNLF			(added for V2, unique to Japan) 

Parachute Division
Fortress Division	(these use the machine gun battalion graphics)

Militias

				Mech Infantry (with mobile warefare 2 tech)

Allied Mechanized Infantry  (using the Halftrack graphics)
Axis Mechanized Infantry    (using Sdkfz251 graphics)	

				Armor - Light Tanks

Stuart Light Tank		All allies
Panzer 1			Germany + Minor Allies
Type 95			Japan

				Armor - Medium & Heavy Tanks
			
			MW 1		MW 2			MW 3					
German			Panzer 3	Panther				Tiger
Minor Axis		P26		Panther			Tiger
British			Crusader		Sherman-Firefly		Centurion
USA 			Sherman		Sherman-Firefly		Pershing
Minor Allies		Sherman		Sherman-Firefly		Centurion
Russia			T-34		T-34/85			Js-3 Stalin
German			Type 97		Panther			Tiger

				Towed Artillery
Field Artillery
Heavy Artillery
				Mechanized Artillery (with mobile warefare 3 tech)

Allied Mobile Artillery 	M7 Priest 
Axis Mobile Artillery 		Wespe 

				Flak
Basic Flak Gun
Radar-directed Flak Gun	(with Radar Tech)

				Guerrilla Forces

These are Russian partisans, resistance fighters and Red Army. None of these units
can be built directly, they are auto-produced by wonders. All Guerrilla-type units
are invisible and have hidden nationality. Resistance fighters are controlled by the British
Empire while Partisans and Red Army are controlled by Russia.

A: Resistance fighters are auto-produced by the Resistance wonder. These units are weak 
but highly mobile (ADM 1/1/2) and can be paradropped. They ignore the terrain costs of hills, 
forests and swamps. 

B: Russian Partisans are auto-produced by the Great Patriotic War wonder. These units are 
weak but highly mobile (ADM 1/1/2) and ignore the terrain costs of hills, forests
and swamps. 

C: Red Army (ADM 2/2/2) are auto-produced by the Long March wonder in Paotow. These
units ignore the terrain costs of hills, forests and swamps. 


				Border Guards and Coastal Defense

Immobile units that can see invisble units. Germany and Italy have border guards at
the start of the game stationed around their borders to keep out partisans and the
resistance. Most major ports such as Kiel, Liverpool, New York, etc. have coastal 
defense units at the start of the game so if you park your subs too close to these
cities they will be seen. These units cannot be replaced, if destroyed by the enemy
they are gone forever. 
 

2.2 				Sea Units

				Warships
 HOF uses naval system similar to the TOS scenario. In this system battleships and 
aircraft carriers represent 1 ship, these are called "capital ship" units. Capital 
ship units have a -1 hit point modifier. Other naval units represent flotillas of 2 or
more ships. Heavy cruiser units are 2 ships, destroyers units are 4 ships (or sometimes
1 light cruiser + 2 destroyers) and subs units are 4 subs. 

				Transports
 The basic transport unit represents 100,000 tons of shipping and can
carry 1 corp size land unit. It should also be able to transport 3
divisions, but the game engine won't allow this. There is also a unit
called the fast transport which can transport ONLY foot-type divisions.
This includes infantry, marine, parachute and militia divisions.
There is a third type of transport called an "invasion fleet" which
can carry up to 5 units, an entire army plus artillery.

				Invisible Subs and Stealth Attack
 Submarines cannot be seen by destroyers until the Antisubmarine Warfare (ASW)
tech has been researched. Once this tech is complete, destroyers can
be upgraded to ASW destroyers which can "see" subs. The ASW tech also allows
construction of the ASW aircraft. An ASW aircraft will allow the carrier, city
or airfield it is based on to "see" subs. 

Advanced Submarines can "see" subs.

Naval bombers such as the Avenger which become available with Naval Aviation 2
can also "see" subs.  

Subs have stealth attack against all sea units except other subs, destroyers, 
ASW destroyers, fast transports and invasion fleets. Advanced subs have
stealth attack against all sea units except other advanced subs and ASW
destroyers.

				Sea Movement
 Another feature of the naval system is that that ships have can move
vast distances over ocean tiles (up to 30 tiles) But sea tiles have double
movement cost and coastal tiles have triple movement cost. This slows ships
down when entering orleaving harbor or passing through narrow straits like
the English Channel.
 

Sea units types (graphics):
 
	Capital Ships

US Fast BB (S. Dakota)
British Fast BB (KGV)
German Bismarck class BB
IJN Yamato class BB
US old BB (Nevada)
Allied BB (Richelieu)
IJN BB
Axis BC 
German BC (Scharnhorst) 
US BC (Alaska)
Axis BB (Littorio)

US CV (Yorktown)
US Saratoga class CV
British CV (Ark Royal)
IJN CV (Shokaku)
German CV (Graf Zeppelin)
Allied CVL (Colossus)
Axis CVL (TBA)
Hermes Class Obsolete CV
US CVL (Independance)

	Other Ships
US CA
German CA
IJN CA
Italian CA
Allied CA

Allied CLAA (Atlanta)
British CLAA
Axis CLAA

US DD
IJN DD
Allied DD
Axis DD
British DD
4-Stacker DD

US Sub
I-boat
U-boat
British Sub
Axis Sub
Allied Sub

Transport
Fast Transport
Invasion fleet
Allied Transport (liberty ship)
Axis Transport

2.3		Air Units

Note: aircraft marked with an asterisk (*) have lethal sea bombard.

The primary aircraft, the biplane fighter becomes available with the
discovery of flight. 

With tactical aviation 1 you can build 1940s era basic fighters and
medium bombers, these are:
P-40 - USA, China
Spitfire - British 
Buffal0 - Minor Allies
Me-109 - Germany 
G50 - Minor Axis
Yak-3 - Russia

B-25 - USA, China,  Minor Allies
Wellington - British
Ju-88 - Germany, Minor Axis 
Betty Bomber - Japan
Il-4 - Russia

With Mobile Warfare 1, Germany and Russia get to build unique ground
attack aircraft, the Stuka* for Germany and the Strumovik* for Russia.

With Naval Avaition 1, the following naval fighters, torpedo bombers
and dive bombers are available:

F4F - USA, British, Minor Allies
Zero - Japan
Re-2000 - Germany, Minor Axis

SBD* - USA, Minor Allies
Avenger* - USA,  Minor Allies
Skua - British
Swordfish - British
Val* - Japan
Kate* - Japan
Naval Stuka* - Germany, Minor Axis

Tactical Aviation 2 - allows advanced fighters and fighter bombers:
P-51 - US, British, Minor Allies
LA-7 - Russia
PE-2* - Russia
P-38* - US, Minor Allies
Mosquito* - British
FW-190 - Germany, Minor Axis
ME-410* - Germany, Minor Axis
George - Japan
Ki-67* - Japan

Naval Aviation 2 - allows you to build the following aircraft:
F4U* - USA, Minor Allies, Russia
Avenger* - All allies
Seafury* - British
A7M2* - All Axis
G5N1* - All Axis

Heavy Bombers - allows the following large bombers:
Lancaster - British
B-17 - USA, Russia, Minor Allies
P.108 - Minor Axis
He-177 Germany


Long Range bombers:
B-29 - All Allies
Tu 4 - Russia
Ta-400 - Germany, Minor Axis
Fugaku - Japan

ASW aircraft:
B-24 - All allies
Fw-200 All Axis

Kamikaze - Japan only, has lethal bombardment against sea units. 
Note: I had intended to give the Kaimkaze stealth attach against all suface naval units
but the game engine does not allow stealth on bombardment attacks.

Note that not every country gets every type of aircraft. Japan has no need for a 
basic fighter since it starts the game with the Zero naval fighter which is 
superior to all other fighters at that time. 

2.4
				Supply Units

There are 2 types of supply unit, oil and convoy supplies. These are immoble treasure
units which can be transported to a VP location to generate cash.

2.5				Nature Units

  Nature cities each have an improvement which auto-produces some kind of offensive
unit. For example "Iceberg City 1" produces icebergs. All nature units have hidden 
nationality, except for the immobile city defense units. 
  By using 2 non era techs (nature_tech and human_tech), I have been able to give nature
 it's own custom tech tree for the last (Global War) era. 

2.51				Tropical Storms

  Tropical storms are sea units and have different names, depending on where they form. In the
Atlantic they are called Hurricanes and in the Pacific/Indian oceans they are called Typhoons. 
In the scenario they are too costly for nature to build directly so they are auto-produced by 
improvements called hurricane_source and typhoon_source. These improvements cannot be built
once the game begins because they require a non-era tech called "unbuildable", so the Nature 
cannot start producing tropical storms in Greenland. Each source improvement produces 2 storm 
a year (every 6 turns).

  The basic tropical storm is the category 3 storm which has:
Movement=8 Attack=7 Defense=25 and anti-aircraft=1

  Once nature has researched category 4 storms, cat. 3 storms can be upgraded into catagory 4 storms
which have:
Movement=10 Attack=10 Defense=28 and anti-aircraft=2 and bombardment of 4 
(so they can damage land units on the coast and ships in port).

Once nature has researched category 5 storms, cat. 4 storms can be upgraded
into category 4 storms which have:
Movement=12 Attack=12 Defense=32 and anti-aircraft=3 and bombardment of 6

2.52				Tropical Disease

Tropical disease units are land units and are represented by the mosquito graphics.
In the scenario they are too costly for nature to build directly so they are auto-produced
by an improvement called malaria_source. This improvement cannot be built
once the game begins because it requires a non-era tech called "unbuildable".
The improvement produces a malaria unit 3 times a year (every 4 turns).

The malaria unit has:
Movement=3 Attack=3 Defense=2

Once nature has researched Dengue fever, malaria units can be upgraded
into dengue fever units:
Movement=3 Attack=4 Defense=3

Disease units ignore  the additional movement costs of jungle and swamp terrain

2.53				Icebergs

Icebergs are sea units. In the scenario they are too costly for nature to build
directly so they are auto-produced by an improvement called Iceberg_source.
This improvement cannot be built once the game begins because it requires a
non-era tech called "unbuildable". The improvement produces an Iceberg unit
once a year (every 12 turns).

The Iceberg unit has:
Movement=5 Attack=5 Defense=11

Iceberg units ignore  the additional movement costs of coast and sea tiles. 


2.54				Gales

Gales are sea units which are produced in nature cities in the North Atlantic and
North Pacific. In the scenario they are too costly for nature to build
directly so they are auto-produced by an improvement called a Gale_source.
This improvement cannot be built once the game begins because it requires a
non-era tech called "unbuildable". The improvement produces a Force 9 Gale unit
once a year (every 12 turns).

The Force 9 gale unit has:
Movement=14 Attack=5 Defense=12
Bombard=4 anti-air=2

Once nature has researched Force 10 gales, Force 9 gales can be
upgraded to force 10 gales which have:
Movement=16 Attack=7 Defense=15
Bombard=6 anti-air=3

Gale units ignore  the additional movement costs of coast and sea tiles. 

2.55				Sandstorms

Sandstorms are land units which are produced in nature cities in the Sahara Desert.
In the scenario they are too costly for nature to build directly so they are auto-produced 
by an improvement called a Sandstorm_soure. This improvement cannot be built once the
game begins because it requires a non-era tech called "unbuildable". The improvement 
produces a sandstorm unit every 4 turns.

The sandstorm unit has:
Movement=5 Attack=3 Defense=5
Bombard=3 anti-air=1

Sandstorm units ignore the additional movement cost of desert tiles. 

2.57				Natural Defense

This is an immobile city defense unit. Each nature city starts with 2 of these units and
they are cheap enough that nature can build more in the course of the game.

The main reason for this unit is to discourage the AI from attacking nature cities. Human player
are prohibited from attacking nature's starting cities by a house rule, but if nature captures a city,
human players are allowed to re-capture it.

The natural defense unit has:
movement=none attack=1 defense=30, anti-air=3 

2.58				Blizzards

This unit is unique in that it is the only weather unit not controlled by the Nature civ.
Blizzards are Russian units auto-produced in Russian cities. Since the game starts in 
winter, Russia starts with a full compliment of blizzard units on the map. They are placed
well back from the front lines so that some of them cannot actually reach the front until turn 2.

Blizzards are land units and have hidden nationality like all offensive nature units,
so that the Allies must be wary of them as well.

Blizzard units have:
Movement=2 Attack=6, defense=2
Blizzard units treat all terrain as roads

Blizzard units are produced once a year (every 12 turns). 

				Technology Additions/Changes

3.0 Technologies are NOT tradeable, one of the ideas I borrowed from
Rocoteh's scenario, thanks!

Industrial Age

3.1 Flight - Flight now allows the construction of the biplane fighter
only. This is the only aircraft that China can build at the start
because they do not have tactical aviation.

3.2 Tactical Aviation 1 - This is advanced flight renamed. Allows contruction
of medium bombers and the basic land-based fighters such as the Spitfire, Me-109
and P-40. All civs have this tech at start except China.

3.3 Motorized Transport - Allows construction of light tank rather than medium
tanks same as in the WW2 pacific conquest, otherwise unchanged. All civs have this
tech at start except China.

Global War Age 

3.4 Antisubmarine Warfare - Allows construction of the ASW destroyer and the ASW
aircraft. No civs have this tech at start.

3.5 Advanced Submarines - Allows construction of the advanced submarine.
No civs have this tech at start.

3.6 Radar - Allows construction of the AA cruiser and fast battleships.
America, the British and Germany have this tech at the start. 

3.7 Naval Aviation 1 - Allows construction of carriers and light carriers, dive and
torpedo bombers and the basic naval fighters such as the Zero and F4F Wildcat. America,
the  and Japan have this tech at start.

3.8 Naval Aviation 2 - Allows construction of larger carriers and better aircraft such
as the F4U Corsair. No civs have this tech at start.

3.9 Mobile Warfare 1 - Allows construction of the basic medium tanks; the Panzer
Sherman, Crusader and T-34. America, Russia, Germany and the British have this tech 
at start.

3.10 Mobile Warfare 2 - Allows construction of the mechanized infantry and better tanks;
the Pather, Sherman-Firefly etc.. Germany has this tech at start.

3.11 Mobile Warfare 3 - Allows construction of the self-propelled artillery and 
bigger tanks, the Tiger for example. No civs have this tech at start.

3.12 Tactical Aviation 2 - Allows construction of better fighters (such as the P-51 and
Fw-190) and fighter bombers. No civs have this tech at start.

3.13 Heavy Bombers - Allows construction of the heavy bombers such as the B-17 and
Lancaster. America and the British have this tech at start. 

3.14 Long Range Bombers - Allows the B-29 and other long range bombers. Prerequisite
- Heavy Bombers. No civs have this tech at start.

3.15 Fission - This tech is required before the Manhattan Project can be built. 
Also enables building of the Pentagon, this was done to delay the appearance of
4 unit armies until late in the scenario. Prerequiste - Heavy Bombers. No civs have
this tech at start.

3.16 Kamikaze - Allows construction of the Kamikaze. Only Japan can research this tech.

3.17 V-Weapons - Allows construction of V-1 rocket plants. Only Germany can research this tech.

3.18 Nature techs - see section 2.5

					Land Unit Movement

4.0 Most infantry type units (including paras, guerrilas and marines) have a movement
of 2, however militias and fortress divisions have movement of only 1. Infantry
type units can enter any type of land terrain except volcanoes. Guerrilas ignore
the extra movement cost of forests and swamps and Japanese infantry ignore the extra
movement
costs of jungles.

4.1 Armor and mech units have a movement of 3, except for light tanks which
have a movement of 4. Armor and mech units are wheeled types, they can only
move through jungles, mountains or swamps on roads. Armor no longer has blitz
ability.

4.3 Field artillery can enter any type of terrian except volcanoes, Heavy artillery
are wheeled types, they can onlymove through jungles, mountains or swamps on roads.	

4.4 Workers and Seabees can enter any terrain except volcanoes.

					Volcanoes

4.5 Volcanoes are impassable terrain, no units can enter them.

					Airlift

4.6 Parachute divisions and kamikaze are the only units which can be airlifted.
 
					Worker units

5.0 In addition to the regular worker units there are: 

A - Seabees unit
This is a unique unit which can only be built by the United States. Seabees work 3 times 
as fast as workers and have an attack strength of 1 and defense of 5. Note: Although
seabees are mechanized units they CAN enter jungles, mountains, and swamps to build
roads. Seabees can move 2 tiles per turn, workers only move 1.

B - Construction Brigades - Germany starts the game with a number of these special worker
units to repair the effect of allied bombing, They have a movemnet of 2 and work faster 
than normal workers. These units cannot be replaced if lost.
 
Workers, since they have less heavy equipment, can be loaded onto fast transports for 
deployment overseas. Seabees must travel by slower transports or invasion fleets.

	
					Trade by Air/Sea

6.0 Trade by air no longer possible, airports renamed "military airfields". 

6.1 Trade by sea now requires a commercial dock. Harbors have been renamed
as "naval shipyards".

Note: These changes allow the scenario to run faster by limiting the amount of
route tracing the computer must do. Also, the only trade route China has to the
western allies is through the Burma Road. If the road is cut or captured by 
Japan, China will be isolated. 

					City Improvements - Changes and Additions

7.0 Factories, temples and libraries are now buildable when mobilized for war.

7.1 Manufacturing plants have been renamed defense plants and modified as follows:
a. They can only be built by the United States.
b. Cost is now 20 and increases production by 3 instead of 2.

7.2 Added the Dominion Parliment building to 1 city in Australia, NZ, Canada and S. Africa,
they reduce corruption but are very expensive (300) to build.

7.3 Military Academy - Removed the limitations on building the
academy. 

7.4 Airport - Renamed "Military Airfield", they no longer enable air trade, they
allow the city to build veteran air units and enable airdrops and rebasing of
parachute divisions.

7.5 Harbor - Renamed "Naval Shipyard", they no longer enable sea trade, their
function is to build veteran naval units and provide a slight production boost
for the city.

7.6 Commercial Dock - Allows trade by sea and increases revenue for the city. 

7.7 Party HQ - These function the same as temples in Russian cites. 

7.8 Chinese Replacements - Builds a Chinese Infantry every 2 turns. 

7.9 V-1 Rocket plant - Builds a V-1 rocket unit every turn.

7.9 Improvements which produce nature units - See section 2.5


					Small Wonders
8.0 The Manhattan project was changed:
a. It is now a small wonder so that more than 1 civ can finish it.
b. Produces an atom bomb every 6 turns
C. Cost is now 200

					Great Wonders Added:

8.1 The U-boat works in Kiel - Builds a U-boat every 2 turns.

8.2 Chennault's Flying Tigers in Chungking - Produces a veteran P-40 fighter every 3 turns.
	 
8.3 Avro Bomber Plant (not built at start) - Produces 1 Lancaster bomber every 2 turns.	
Canonly be built under a CW democratic government.
	 				
8.4 Liberty Ship production (not built at start) - Produces 1 transport every turn. Can
only be built under a US democratic government.

8.5 The Clyde Shipyards in Glasgow - Produces 1 allied destroyer every 3 turns. 

8.6 Bedford Basin in Halifax produces convoy supplies units.

8.8 Dutch East Indies Oil in Palembang produces oil supply units.

8.9 The Long March in Paotow produces a Red Army every 3 turns.
	
8.10 The Great Patriotic War in Sverdlovsk produces a partisan every 2 turns.

8.11 The Resistance (not built at start) produces a resistance fighter every 3 turns. 

8.12 Lend Lease (not built at start) - Produces a mechanized infantry corp every 3 
turns. Can only be built under a communist government. Triggers a golden age
for Russia.

8.13 T-34 Tank Works (not built at start) - Produces T-34 tank corp every 2
turns. Can only be built under a communist government. 
					
					Governments

9.0 In HOF 3 features a number of new governments. All Governments, except
anarchy are immune to stealing technology:

US Democracy for the USA
Commonwealth (CW) Democracy for the British
Imperial Japan for Japan
Facisim for Gemany and The Minor Axis
Communism for Russia
Global Alliance for the Minor Allies

					Other Changes

10.1 Food Requirements - Cities require 3 food per citizen.

10.2 African Equitorial Railway (EAR) - Since shipping units around the Cape
at the southern tip of Africa takes much longer than it did historically, I
have added a railroad just south of Boela which runs from the west coast
of Africa to the east coast. Units can be unloaded, moved by rail across Africa,
and then picked up again to contiune on to Suez, saving many turns shipping
time.

10.3 Volcanos - Volcanos are impassable terrian and have been added to some
neutral countries (such as Spain and Turkey) to keep the AI from sending
through neutral territory.

					Single Player Games

11.0 There are 3 different single player scenario files:
A. One for those who want to play one of the allied powers against the AI.
	
B. One for those who want to play one of the european axis powers (Germany or
the Minor Axis against the AI.
C. One for those who want to play Japan against the AI.

A number of changes were required to assist the AI against the human player and
to overcome some other problems caused by AI behavior:

10.1 - Japanese Invasions - Since the AI is terrible at planning and conducting
amphibious invasions, the allied and the european axis games start with the
Japanese troops already ashore in the Phillipines, Borneo and other locations.
Also, the battleships Arizona, Oklahoma are removed, they have already been sunk 
at the start. 		

10.2 - The AI will not trade cites with allies, so the USA gets the city of Plymouth
in the southwest corner of England. This city can be used as an airbase and a staging
port for invasion of Western Europe.

10.3 - In single player games extra wonders are given to the AI to produce units
that the AI will not build. For example, in the single player allied game Japan is
given a wonder which builds I-boats.  

					Multi-player Games

11.0 There are 2 scenarios files for the multiplayer game. One file is the standard game, 
the other adds an extra turn (November, 1941) at the beginning of the game for those
who want the use the the "pre-turn" to give the Japanese a more historical invasion
capabiltity (see special house rules for the pre-turn in the next section). 

					Recommended House Rules

12.0 These are not enforceable by game mechanics, it is up the the players to
follow them if they choose:

12.1 No change of government allowed.

12.2 Guerillas forces (partisans, resistance and Red Army) may not be loaded onto sea
transports.

12.3 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.

12.4 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.

12.5 Oil units must be transported to VP location on the Japansese home islands only.

12.6 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 British.
 
12.7 The Blizzard Rules (only Russia has blizzard units so these apply only to Russia):

Blizzards may not move south of Maikop.

Blizzards MAY NOT attack cities, they MAY defend cities.

A maximum of 2 blizzard attacks on a tile per turn.

A maximum of 2 blizzard units may stack in a tile at the end of the Russian turn.

Blizzards may not pillage roads, rails, mines forts and irrigation.

Blizzards may destroy radar towers and watch towers.

If a blizzard unit captures non-combat units such as workers or heavy guns
the captured units may not move or be disbanded until a non-blizzard Russian
combat unit enters the tile.

If a blizzard unit captures an airfield, Russian air and parachute units may not
rebase to that airfield until a non-blizzard Russian combat unit enters the tile.

Any blizzards still left on the map at the beginning of the Russian April turn
must be disbanded.

12.8 Nature Rules:

Attacks on Nature's at start cities are not permitted. However, should nature
units capture a non-nature city it can be attacked by any player.

No diplomatic agreements with nature ( i.e. ROPs, MPPs, etc.). You may declare
war on nature at any time. 

