A sides offer to Italy may include turning over control of different powers to the player controlling Italy.
(e.g. Triple Entente can, in their offer, give control of the US to the Italian player as a part of their offer.)
-Midnight_Reaper
Advanced rules for 1914. SEE ATTACHED .TXT FILE One rule requires new territory inserts; Darfur, Armenia, and Khiva Khanate.  Darfur is southern part of Anglo-Egyptian Sudan (borders Fr-Eq-Africa and Congo).  Armenia northern part Mesopotamia (borders Persia, Ankara, and Sev).  Khiva southern tip of Kazakhstan (borders Afgh. & Persia).  All are minor-aligned, Darfur and Armenia with Ottomans, Khiva with Russia.
Questions welcomed.  
1914_adv_rules.txt
I like the idea of neutral Italy, and railroad movement is a good change. But I’m generally not a fan of things like convoluted dice modifiers and things that have to be tracked in secret on a separate piece of paper. I think the game is complex enough as it is. And if I were going to redesign the board, I’d scrap Africa entirely rather than add territories to it. My group forgets to move in Africa so often it became a running joke.
Just my opinion. I’m sure others will disagree.
The rules are a menu - you can pick and choose which ones you want to use. I believe the basic game is…. well… too basic - but that’s the A&A way. My rules are intended to make it more complex - which hopefully adds to a closer re-creation of some of the aspects of WWI.
Attached text file with rules updated today. 1/21/16
If there’s an Axis & Allies game that needs solid house rules… it’s definitely 1914.