@Flashman:
Collect money at start of turn (no silly double pay-outs)
when did these games get money? I know in my old age that memory fades, but I thought they had printed on the paper, worth like 1 million man hours of production. That being said, it should definitely be changed to collecting for everyone at the end or beginning of the round, being realistically the same thing. Then you take something in mind of being able to hold it to get any added production income.
@Flashman:
Ships in port preventing early naval wipeouts
I’m with Verqryn on this, ducks in a barrel
@Flashman:
No use of captured factories
I’d be with this except for that Germany often used captured factories to keep building weapons in Eastern Europe…though much of that became Axis-aligned countries, which muddies the waters like Neutrals will become, so I’m interested to see how the Minor/Major aspect comes into play with it… at least a big step forward
@Flashman:
Unlimited rail movement in non-combat
then we need a way to specifically target rail lines for destruction… otherwise Japan will use it right up the Soviets keister all too well
@Flashman:
Capitals treated as any other territory
the big thing is not losing your production capability due to the loss of one’s capital. You should keep the IPCs, be able to build a new IC at another owned territory or build at another one you already have and fight on despite the loss of the capital. Use capitals as victory cities sure, but they generally rob focus of VCs as you take out the enemy’s ability to produce and then mop up the VCs.
@Flashman:
Soviet-Japanese Neutrality Pact
if you have this, you have to have the Nazi-Soviet Pact, and none of us want that now do we?