Apparently these are house rules we want. Lets try and reach a consensus on them and bring them to Larry.
United States Isolationism - The United States may not move any of it’s units until either; It has been attacked by a central power, It has lost income due to German Commerce Raiding, or the 4th Game turn.
Fall of the Czar - Uncontested control of Moscow is required for the city to be counted towards the Central Powers victory total. The Central Powers may decide as a group, to refuse the Armistice and continue fighting. If so, Russia will continue on as a power until its next turn when the Central powers may again refuse the Armistice if Russia still meets the conditions for revolution. If the Central powers can’t agree to accept or not accept, the Russian player decides. Once the Armistice has been accepted, it can not be undone.
In addition, if Russia undergoes a Bolshevist Revolution it relinquishes control of any neutral territories it controls to a friendly power with the closest land units. Â (For example: A Russian controlled Persia would be transfered to the control of the United Kingdom if India contains UK land units. If two Allied powers satisfy these conditions the Central powers choose the new controlling Allied power).
Swiss Alps - As an optional rule Switzerland may be treated as impassable.
Damaged Dreadnoughts - Damaged Battleships may repair in any friendly sea-zone with an adjacent friendly port.
(Optional Rule: While damaged, battleships fire at ‘2’ or less and may only move one space per turn)
Far Eastern Command - Placement of land units at India is limited to only four total units per turn. At least half of the units you place must be infantry. You may not place more Artillery, Tanks, or Fighters than you do Infantry.