I think it might make more sense to just return Australia to a single territory rather than two.
I have tried games before testing the idea of splitting islands across sea zones (basically a reverse definition) it has the effect of making bombardments more significant, and fleets less likely to engage on attack (they tend to camp defend relying instead on amphibious.) Splitting islands also increases fighter movement in a somewhat overpowered way, so you have to be careful. I think with an interesting starting unit placement you can accomplish a lot. Australia as a single territory would have greater reach for any fighters landed there, and the scale of the territory warrants it a bit more then solomons.
I think the best approach is to tilt Japan slightly counter clockwise at the southern tip of the island to make more room for ships. And then put the alignment for the smaller islands based of the relative distance between Australia Hawaii and the three major island territories (East Indies, Borneo, and Philippines). I will play up the focus on the key islands (though some of those chains were involved Palau and the Marianas and such. On the whole though I think the stepping stones out of W. USA would be the most interesting way to change the Pacific dynamic. Force both players to defend their coastlines instead of drop south so easily with everything.
Will redraft it sometime on Tuesday when I get a break from work.
Have a nice memorial day





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












