I think a good idea for 1914 would be to require at least 1 infantry to be stationed in every territory by the end of a power’s turn (the infantry must be from the power controlling. If they don’t, they won’t get the IPCs from this territory. Not only does it potentially make the game more historically accurate (to symbolize the need to keep civilian populations under control during wartime), but it probably also makes the game more balanced, as the Allies will probably be more burdened with this (since they have substantially larger colonial possessions).
current house rule youtube wars
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adjusting technology to balance our previous game and fixing obvious problems with out of box
- you cannot convoy unless you are at war. you cannot interrupt lend-lease unless at war.
- you cannot occupy originally Russian territory and still receive a bonus for not being at war.
- you cannot load troops onto transports in a hostile sea zone ever!
- you cannot capture capital money more than once. the money will be returned to the bank after that.
- rail: from factories equal to ipc value three spaces. Russian rail from Amur 1/turn. Germany cannot rail into origianally Russian territory.
- All boats can carry one marine. They cost 4 and attack at 2 during amphib invasions.
- paratroopers can be used in the non-com.
- Rockets are the same as convoying. 1-3 is a hit. 4-6 is a miss.
- some technologies are unavailable to some nations.
available to only:
US–shipyards, heavy bombers, long range air
UK–heavy bombers, long range air
Germany—jet power, rockets
Russia–rockets
Further restrictions:
Russian war bonds are only available after Germany or Italy declare war.
heavy bombers and long range air are only available after turn 5. -
Tokyo express does not need a marine. 1 infantry on Japanese destroyers.





