We are still playing A&A 1914 with more enthusiasm than any other game.
After getting frustrated with the original rules and the tournament rules, we experimented with a Railroad Rule and found that the game moved much quicker and was more enjoyable. We are now able to complete games, with experienced players, in one day.
We now use a set of 7 Optional Rules [A.Swiss Neutrality, B.Russian Revolution, C.Italy Neutral First Round, D.Railroads, E.Rail Into Battle, F.Railroads in Africa, and G.4 Units Building Limit in India].
The perfect game, in my opinion, uses Options A,C,D,F, and G. Playing with Options B and E give an advantage to CP.
Likelihood of CP victory has just about evened out with these options, and everyone is really enjoying the challenge.
Notes on Optional Rules we use:
A. Swiss Neutrality: Switzerland is always impassable to all players.
B. Russian Revolution: As explained in the Original Rules; We give this as an option but prefer to play without a Revolution.
C. Italy Neutral First Round: Italy can build, but can’t be attacked and can’t attack for the First Round.
D. Railroads: No land unit is restricted in the number of spaces it can move as long as the move is over friendly, connected territory. Thus,(for example) Ottomans can move a force from Constantinople through A-H and into Munich on one move, if Serbia or Albania are in CP control. No one can use the rails into a battle, out of or into a contested Territory, or in conjunction with a transport movement.
E. Rail Into Battle: Modifies Option D, giving a big advantage to CP. Allows rails to take units into and out of contested territories or straight into an attack.
F. Railroads In Africa: Extends Option D into Africa
G. Four Units Building Limit In India: In all fairness, this should be a standard rule.