@vodot Funny you mention that. I opened the PDF up and thought, “How the heck are people going to know what changed without reading through all of it.” There are little nuances here and there that have changed and I’ll try to highlight some ideas. My biggest goal was to give a reason to purchase these different units. Back in the day, Tanks and Infantry, Tanks and Infantry. I know I’m saying nothing new here. ;-)
Air Combat is probably the biggest change. Each unit has a Air Factor value and these are simply added together when a group attacks and defends. One roll is made for each side and referencing a chart which show air units that are destroyed and units turned back (aborted) – of both sides. Remaining units, if any, continue the attack. Air units attack just once in combat, be it strategically or a ground attack with other ground units after AA fire (no more inherent AA in facilities). Then they are done. And for giggles, you can use a national training chart to add/subtract to the dice roll. The training has to be maintained from turn to turn so there is an IPC cost to that.
Then there’s cost adjustments to the units. Fighters are “cheap” now. They don’t attack/defend like in the regular game. For me this has simulated air combat better, especially with carriers.
There are changes to the setup a little, and in the political situation section some Powers have some additional abilities. I combined the UK economies as well. It has worked so far. The UK gets only minor complexes to work with. (they can still produce large ships, etc. in London. They cannot upgrade complexes). However, if London is taken, they can move their government to a new location – it’s an “empire” theme.
Changes in the Unit profiles, little adjustments. Using a build process for facilities. (I think I need to adjust the cost down on these a little). And the air and naval bases having value on islands. Again, this is not new but I think it really helps the game in some areas.
The research track was another big change. Lots of projects, the cost of the die is only 3 IPCs but it might be a few turns before you see the fruits of your effort.