This map has a few dozen changes - any of these are welcome.
I do not like the 2 movement rule at all. If anything, adjust play by allowing infantry (only) mobilizations in Munich BUT restrict mobilizations in Munich and India to 2x the IPC value. There are several other (simple) house rule changes I would recommend. I too am a big fan of the game - all A&A games should be just one round of combat and allow for contested territories.
Add German CA in SZ26
Change RU CA to SS in SZ21.
Change OE CA to TR is SZ20.
Russian cannot attack OE on turn 1, and not subject to mines in SZ20.
Allow TR to absorb a mine hit by loss of a load.
Add German SS to SZ18.
Germany can mobilize infantry in Munich.
Switzerland is IMPASSABLE.
Clarification needed: With Mongolia, is it correct that there are NO IPC values with any of the territories? Thus the non-circled number is strictly the number of infantry units mobilized.
(in the rules, there is no clear description of the 2 numbers that appear in a territory - it would be helpful).
Here are overlays to divide Japan into 3 territories.
JAPAN advantage: can create more air bases to scramble fighters in attacks from SZ6
ALLIES advantage: once in SZ6, can land in any/all of the 3.
This helps recreate a prolonged land engagement on the island nation for control - since any other attack is a winner take all situation.
ITALY is the key, as it controls SZ17. If the TRIPLE ALLIANCE can control, then they are in position to keep FRANCE out of the Balkans - and possibly get the OTTOMANS into Egypt.
In my opinion German/AH/Ottoman player has a tough time with game. There are a couple of house rules to help.
Add a German cruiser to SZ26 (Indian Ocean fleet). Change 2 Russian CA to Sub and Cruiser, change 2 Ottoman CA to Cruiser and Transport, and add 1 German sub to SZ18 (represents German submarine activity in the Med). Change mine hits on transports that they can be absorbed by a loss of a load (when you think about it, how could a whole convoy of transports all be sunk by a mine field - only some would be lost - the loss of a load represents a partial sinking of ships). Russia cannot attack Ottomans on the first turn, but can move into/through SZ20 without suffering a mine attack.
Another variation for US IPC calc would be 3Tn + 2d6 (ie. 3 times turn # + 2d6), this gives US more incentive to delay entering the war. For turn 4, the calc ends up being the same as 8+2Tn+2d6 rule.
Also, on your point about capital ships - we use a 2 turn build rule. Where on TURN X you can put down anything from 1/2 to full price, with balance due on TURN Y you put into action (which doesn’t need to be the next turn). Exception: You can purchase and deploy capital ships on TURN 1.