For the militarybase, I believe this is because allowing it to stack with regular factory units creates a situation where the militarybase produces 10 infantry rather than 3, which would require the limit of 3 infantry it to be player enforced (this is a tripleA issue as I understand it). But there is also a certain logic to the 1 ipc or less restriction, in that any land territory worth 2 or more ipcs can support a minor factory (which would produce 3 units at the same cost as an MB, but allows for units other than infantry) so in those cases the player would be better served by purchasing a minor than a military base. If there was no tripleA issue, then allowing an MB and a Minor in the same location would allow for potentially 6 hitpoints produced on a single tile worth 2 ipcs for a total investment of 24 ipcs in production. Not sure if that would be OP, but that fact that Barney couldn’t get it to work without overproducing beyond the proposed limit of 3 inf, made the decision simpler hehe.
I think what we are still missing is an HR that removes the island restriction for Minor Factories, allowing them to be placed anywhere on the map worth 2 or more ipcs.
The elite unit is a more generic all purpose infantry unit discussed at various points in this thread. It is airborne in that it can be lifted by the airtransport, but also has other abilities, one of which is +m1 when paired with a tank. It can also be transported on BBs and CAs in which case it is essentially treated like a marine. Not sure if Barney created the unit or ported it from another game, but its basically the jack of all trades type unit we kicked back and forth.
I think I ran into a similar issue with the defenseless bomber a few builds back, where I was seemingly able to capture the unit (as if it was infrastructure) when they were parked on the ground, but the bombers were then removed after the turn was concluded, so effectively auto-destroyed, just had to click through to the end for them to disappear. Which I agree was a little confusing.
The Factory Limited HR, which is the one you mentioned requiring bases to build certain units, is a little complex, I agree, but also kind of cool in that it makes bases much more significant to the purchasing potential of a given tile.
I also still like the idea of a base which doubles as a production unit for the given type (naval or air), but this one seems pretty interesting too, albeit pretty ambitious and fairly nuanced. I think Barney drafted it up.
The “all on” gamesave is a bit extreme. Just because we have the option to use an HR, or several HRs at once, doesn’t mean its necessarily the best thing for the gameplay. Personally I find that G40 is already quite involved, so I am more interested in limited modifications. Of the many HRs toggles currently available, there are really only a handful that would likely make it into my games on the regular (since my playgroup is more conservative.) But I still think the more options we have the better, so people can tweak it on the fly.
The Canada modification is currently in a separate gamefile that Simon put out (its linked a few pages back.)
But ultimately I think what would be cool is to have a single mapfile, that includes the materials to incorporate Canada into the game.
It is possible to change a lot about the game’s features simply with a new XML, provided that the gamefile package is extensive enough to allow for different things (like say adding a new player nation into the mix). Or similarly if you wanted more VCs or different VCs than the ones we have currently, that could be handled with a new simple text file. So players can do things with a simple files that wouldn’t require a redownload a 20+ mb map every time.
To that last point about playtesting, I think familiarity with the OOB rules is fairly important for being able to see which HRs are doing what, or similarly trying the HRs one at a time, instead of together, to see what they do. Otherwise it can be kind of overwhelming. And Global is already overwhelming to begin with haha. A similar system for 1942.2 would surely be a bit easier to parse, since the basic rules are less complex.
But this is like a dry run proof of concept, and G40 is popular, so I can see the advantage of trying it here. Probably the HR package we make for 1942.2 may be easier to get into, if you’re more familiar with that board than G40. I think 1942.2 is the game that probably needs it the most, though there is also something to be said about going big and trying to tackle some of this stuff for the more complex game, so we can see what is possible.
The restriction on Russian movement into Persia is indeed an OOB rule. Both Russia and the US have a lot of restrictions based on their initial political alignment (ostensibly neutral at the outset, though inevitably on the allied team once the Axis declare on them.) It’s probably all rather intense for a first time out. G40 is basically a big labyrinth of rules and exceptions to rules, and I imagine it would be kind of hard to parse the OOB stuff from what’s happening here with all these HR mods, if coming into it cold. That said, I think there are a few people still floating around, who may have been turned off by some aspects of G40 initially owing to its complexity, but might still like to play a more simplified type of A&A game on the big map.
Not sure how popular it would be, but in the future we might consider a toggle that just turns off certain OOB features of the game. For example a toggle that eliminates OOB Objectives, or the OOB convoy raiding vs coastal territories. Clearly that would tank the balance of the game, but if you wanted to replace those features with something meant to substitute rather than compliment the existing rules, it might be nice to have a way to just turn stuff off, and strip the game down.
For a first time out, if you just want to try playing an HR G40 mod that keeps pretty close to OOB, you might want to do something like only adding the extra VCs (edit add tech to changer). This doesn’t really introduce any new mechanics that might lend themselves towards confusion, just ups the economy somewhat. It might be more satisfying than learning how to play with the OOB file, which requires a substantial bid to the Allies.