Per @Midnight_Reaper’s request, I’m working on a USS Atlanta and an IJN Agano for Light Cruisers. The Atlanta has existing open-source examples; the Agano I’ll have to rebuild from bits and photos (all current models are pay-only).
I think Persia might be the optimal play for the Allies under these rules – you can easily reinforce it from Stalingrad, and you can push either east to India or west to Egypt as needed. Persia’s usually not worth a factory in OOB play because it would only have 1 production slot, but with 2 production slots in Persia at the start of the game, you could really swing the center of the board toward the Allies.
Anybody want to test this out by e-mail? I’ll take the Allies with a factory and AAA in a modified Persia that’s worth 2 IPCs and has 2 production slots for as long as I can hold it. I wouldn’t ask for any further bid; that sounds like plenty to me.
This is a work in progress, but I’m putting it out here for ideas and feedback if anyone is interested in geeking out on something like this.
This is an expanded list of techs with fixed costs (no more die rolls) that would simply come into effect immediately (unless otherwise specified) for the cost shown. Some of these have a cost of 5 IPCs, with the intention of simply enabling what are essentially house rules/new units (Mechanized Infantry, Cheaper Naval units, rudimentary dogfight rules, etc.) while allowing players with no interest/need for them to ‘opt out’ and save the 5 IPCs. I’ll be using this list for my next solo game and will be making adjustments.
Note: The ‘Turkish Pact’ tech is designed for games where the Turkish Straits begin the game closed (via house rule), but also works for games where the straits start open as per OOB rules (in which case, upon the development of ‘Turkish Pact’ they would cease to be a special case of “Always Open” straits and revert to the normal OOB straits rules (closed to units unfriendly to the controller of Turkey).
1. Safeguard Russian production (with some historical precedent) from relatively easy/early/immediate German poaching
2. More setup variety and more interesting potential play at the periphery of the map._
3. Enable/strengthen KJF and bilateral games.
During setup, do not automatically place any ICs in non-capital territories. Instead, those ICs (and up to one AA unit/gun that accompanies it) may be placed in any territory controlled by their owner. The choice of where to place any starting ICs can be discussed openly, but should be made in secret and revealed simultaneously by all players.
Optional: If the UK does not start with at least one non-capital IC, allow it to place an IC+AA unit as well.
I think this works best with some of kind of mild incentive to encourage creative placements, so here are two versions of a bonus (pick one):
Bonus version A: Wherever a starting, non-capital IC is placed, permanently increase the IPC value of that territory by one (but not above 3).
Bonus version B: Whenever ANY non-capital IC is built or placed (for the duration of the game), permanently increase the IPC value of that territory by one (but not above 3).