Rules:
Tech;
Each major power will gain 5% of IPCs spent as tech level. (Fractions remain.)
In addition they may spend up to 5% in IPCs to raise their tech level. (The amount they can spend is rounded down to the closest whole IPC amount).
A Major Power must be at war with at least two other Major Powers to spend additional IPCs.
When a Major Power’s tech level reaches 10.00 they gain a researcher token at the beginiing of their next turn. These researchers remain until a tech is attained and then all that Major Power’s researchers are removed.
In game a Major Power will make a post to the forum after purchase announcing if they spent any and showing their new tech level. (Cut and Paste with all tech levels for all Major Powers shown will hopefully be best.)
A Major Power has the ability to spend 1 ipc to purchase an intelligence token that can give a known tech to an ally. This unit most be attached to a unit. It may move between units. There is no penalty to move between units of the same nationality on its turn, but to move the token to an ally’s unit it must be transferred on the current unit’s nation’s turn (the tokens current unit can’t have moved yet this turn, but may move after transfer) the tokens new unit may then move on the new nations turn. When this token is in the Capitol of an ally that ally gains that tech after its build phase.
New Fallen Major Power Rule:
If the ally of a major power that has lost its capital occupies an original territory of that fallen power and it is not already occupied by another allied power than they may dedicate a land unit in that territory for a full turn and gain control of it. (Effectively the same as taking control by combat.)
New 3 Round Rule:
Battles only last 3 rounds. At the end of round 3 the attacker must retreat following the standard retreat rules of the game.
EXCEPTION; The first game turn has a four round limit instead of 3.
EXCEPTION II; Amphibious assaults in which at least 50% of participants are amphibious shall go unlimited rounds until resolution.
In any amphibious and land combined assaults that are not 50% or over amphibious the battle goes 3 rounds only before retreat, additionally all amphibious units must be the first casualties and will be lost even if not taken as casualties when retreat happens after 3 rounds.
Convoy Rules Changes:
To bring the convoy raiding a little closer to our house rules we will put a limit of 3max damage per unit per round.
In game edit before the final post will work best I think.
New extreme lowluckish 1/3 rule:
In any combat where the number of casualties for one side or the other is 1/3 or less of what it should be we shall edit the battle to 1/3. Standard rounding rules apply.
In game the battle calculator will be the key tool in determining if edit is needed.
New victory conditions:
8vc europe but 12 or more gloabally or 6vc pacific but 12 or more globally.