Nations:
Soviet Union: Radyserb
USA: Cupcoffee (Can not move in first turn)
EU: Ingvar
China: Barthi
Neutral States: AI
India: JPetroski
Arab League: McMonkey
House Rules
Generic house rules:
01. No tech trading.
02. No reloading!
03. No terraforming.
04. No rehoming of trade units.
05. No 'square stealing' from the AI.
06. No air protected land/sea stacks.
07. No "freezing" of airplanes.
08. No ship chains.
09. No building of new cities. Only re-creating razed ones alowed.
10. No airbases in adjecent to each other or a city.
11. No artificial creating of ZOC with units.
12. No bribing player-controlled cities or units. ONLY neutral cities and units.
Scenario-Specific House Rules:
1. The Rebels should be treated separately.
2. No rename cities (besides Events).
3. No war ships may cross straits owned by a foreign power (i.e. the Bosphorus Strait (Istanbul), Suez Canal, Panama Canal, Kiel Canal, Gibraltar strait, Øresund (Copenhagen) etc.). without permission of the foreign power.Submarines are an exception and must fall back upon being spotted.
4. No strategic bombers (B-2 /Tu-160 bombers) on carriers.
5. No more than 4 units on an Carrier/. (Nimitz: 5; Super Carrier: 6)
6. No more than 2 nuclear missiles on any submarine (only MRBM's) and 4 missiles (only on SSBN (+Akula and Texas)).
7. No MRBM/ICBMs on Aircraft Carriers.
8. No "flying" of missiles from sub to sub, carrier to carrier, or city to ship. Missiles must be loaded inside a coastal city.
9. No using of missiles for reconaissance. For that you use aircrafts, and then especially the recon aircraft.
10. MRBM/ICBM only be kept in Airbases, never in cities (Launch).
Nuclear Rules
1. attack with nuclear missiles? .Bat On or Off? "No"
Scenario file soon