Argothair….yes, When I went to HBG to help play test a WW l game, there was a game that was also driven by event cards so to speak, Some where…hmmmm ok and some where…Blink Whaaaaaaaaaa holy smokes. They were very fun and obviously would make games unique. I do think looking at the Balkans as an example, the events there substantially effected the war. Germany was vastly affected by this in a negative way.
So how I see neutrals effecting the game is in the Med, Mid East (Oil Wars) and Balkans, alignments of Sweden, Turkey and Spain With 2 potential victory tokens being available in this theater.
I also forgot to add Militia to the land unit build of Neutrals
Militia A0 D1 C1 M0
Oil Wars for me used to be very complicated in my house rules games but since I have refined it.
Add a refinery to these territories:
Germany: Romania
Russia: Caucauses
Japan: Manchuria
US: Alaska
China: Suiynan
UKE: Persia (Must align)
UKP: Borneo ( Supports both UK economies turn 1)
Dutch: Sumatra
Italy: ( Turkey, pays 1 IPC to Turkey per turn)
Turkey: Turkey but prefer 2 territories in Turkey { Istanbul and Kars and place refinery in Kars}
ANZAC: Queensland
France: Morocco
Iraq, IndoChina, Venezuela and Saudi Arabia produce oil and can sell oil to any nation that needs it. This is a 3 IPC event during the purchase units phase. If you don’t have an oil token, -1 to movement of all units
So if you have a refinery you are considered in supply and make normal moves. Refineries are subject to SBR damage equal to max 10 damage. No damage is allowed to keep you in supply. Refinery has an airbase and AA…so planes may intercept. Treat a refinery the same way you would a factory…damage repair and all that good stuff…Oil war is a victory token
Victory Token condition: Maintain your original oil producing territory and align or capture 4 additional territories and hold for 1 full turn of your turn sequence…(ie Italy ends turn 5 through Italy ends turn 6)