Cool! So I downloaded the new map. It wouldn’t run at first; I had to move it out of my tripleA/downloadedMaps folder, then unzip it, then copy the unzipped folder into tripleA/downloadedMaps. Maybe that’s normal; I’ve never gotten a map file from SendSpace before.
Mostly everything looks good. The Americans were able to place a Military Base in Southwest Mexico but not in Mexico proper, which was odd, because SW Mexico was worth 2 IPCs and Mexico was worth 1. I’m also not sure I understand the point of limiting Military Bases to territories with 1 or fewer production – seems to me that if the Germans wanted a military base in, e.g., Romania, they could have put one there. Hard to see why you would be able to put a training camp in Palau but not Romania.
I had Germany invade Greece with a tank (blitzing from Romania) and then back the tank up with “airborne” elite troops, but I did not send any planes to Greece, and the system still allowed the attack. On the other hand, the system did not allow an attack on Greece with just the elite troops; it said that I could only attack a territory that had already been invaded. Not sure if this is working as intended or not.
I landed a German fighter and a German strategic bomber (defenseless) in Belgium. I then attacked that group with a French fighter. The French fighter won, killing the German fighter, and I never retreated, but the German strategic bomber did not die. That seemed odd; if the strategic bomber is defenseless like a defenseless transport, then it should die when the defenders are gone. I also attacked a German fleet with a British strategic bomber (defenseless), and that time the bomber died properly the way I expected.
Playing with convoy zones and blockades and lend-lease national objectives seems a bit messy; I wouldn’t recommend using all of those options at once. It’s nice to have some economic effects at sea, but keeping track of all those different concepts while also trying to maneuver navies around straits and naval bases and enemy boats and also trying to load and unload transports is really a bit much.
I’m not sure how I feel about requiring naval bases to build escort ships like destroyers, and air bases to build ordinary fighters, especially since a minor factory can build elite troops, mobile artillery, and other high-tech goodies. I am also not in love with the “originally controlled factory” concept. If I control a territory, and I have a major factory and an airbase there, why can’t I build any kind of plane I like? I might prefer a system like this:
Military Base – 8 IPC cost, allows construction of 3 infantry – build anywhere – destroyed on capture
Minor Factory – 12 IPC cost, allows construction of up to 3 infantry, artillery, tank, transport, destroyer, submarine, fighter – build only in territories worth 2 or more – downgraded to military base on capture
Naval Base – 12 IPC cost, allows construction of up to 3 marines, transport, destroyer, submarine, escort carrier, carrier, cruiser, battleship – build only in territories worth 2 or more – suffers max. damage on capture
Air Base – 12 IPC cost, allows construction of up to 3 paratroopers, fighter, tac. bomber, strat. bomber, air transport – build only in territories worth 2 or more – suffers max damage on capture
Major Factory – 30 IPC cost, allows construction of up to 10 units of your choice – build only in territories worth 3 or more – downgraded to minor factory on capture
I was not sure how to enable the Canadian mod – is that a separate file that I missed?
In general I’m not sure how useful I’m going to be as a Global House Rules playtester; I found the whole experience pretty overwhelming. Having never played any version of Global before, trying to click and sort through the various new options on my own and then figure out how they work and whether there’s a bug was pretty challenging. E.g. if Russia can’t move into Northwest Persia without declaring war on Germany first, is that because of the normal G40 rules (whatever that means in the context of a game that had 3 alpha rulesets plus two semi-official balance mods) or because of something funky about the Spheres of Influence tech? I’m pretty sure Russia (as opposed to Britain) occupied Northwest Persia in the historical war, and I assumed that was the reason for splitting the territory up on the tripleA map.