The fact that the other Allies can capture rather than liberate CP held Russian tt helps to further erode CP gains in the east.
I still don’t understand why the CP have to keep a unit in every shared tt; these infantry could make the difference in holding on to tts such as Livonia and Ukraine.
I’ve also suggested that the CPs get a POW release unit bonus after the Revolution; 1 infantry each for every completed round of the game.
Whatever, the CPs should not be punished for capturing enemy tt, which is what the rule effectively does, though I doubt this was ever the designer’s intention.
I’m considering a different approach to victory condition, by resurrecting:
Victory Cities
Instead of capturing capitals as winning conditions, revert to the “Victory City†model.
There are 12 VCs in the game, each one of them being a production centre where new units can be placed at the end of a players turn.
They are grouped in 3 regional blocks:
West: Washington, London, Paris, Rome
Central: Berlin, Munich, Vienna, Constantinople
East: Petrograd(Karelia), Moscow, Tsaritsyn(Tartarstan), Bombay(India)
Victory conditions can be set at 2, 3 or 4 VCs more than an alliance began with.
So, for a +4 game, the Allies have to hold every VC for an outright win; the CPs have to take 4 additional VCs, but they must hold at least 2 each in West and East respectively.
In +2 or +3 games, the CPs need only 1 each in each enemy region.
Regarding Russia and Germany, consider that the power involved can continue collecting money and placing units as long as they control one home VC