While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.
Europe A&A 1800 Napoleonic Wars
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I am at it again! Here I present to you A&A 1800 Napoleonic Wars! This game will provide several scenarios within the wider scope of the Napoleonic Wars, beginning in the year 1800. This game will include full diplomatic, combat, and economic systems; as well as the destructive variable of Napoleon himself.
Combat system:
Infantry- Atk 1/ Def 2/ Move 1/ Cost 3 ipc
Atk of 2 when paired 1 to 1 with cannonCalvary- Atk 2/ Def 2/ Move 2/ Cost 4 ipc
Cannon- Atk 3/ Def 3/ Move 1/ Cost 5 ipc
May move 2 spaces if paired 1 to 1 with calvaryFrigate- Atk 3/ Def 3/ Move 2/ Cost 8 ipc
May carry up to 2 land units, 1 must be infantryEconomic system:
All nations collect the stated amount of ipc with each of their respective territories at the end of each of their turns.
Diplomatic System:
Every nation may earn and spend PPT (Political Power Tokens). +1 PPT for defeating an enemy army/fleet (either destroying it or forcing it to retreat from a territory/sea zone ). +1 PPT when having captured an enemy territory. +1 PPT when forming an alliance with another nation.
-1 PPT when breaking an alliance with another nation. -1 PPT when having lost a land or sea battle. -1 PPT when having lost your nations capital.
PPTs may be spent to ally a neutral nation to your cause; 1 PPT per allying neutral nation. 1 PPT can be used to delay a nations declaration of war upon you (may only be used ounce per round, per nation). 1 PPT may be spent to declare war on another nation.
Here is the map…






