The capital capture cash dynamic change is one of the things I noticed in the description that I really liked. It’s been such a huge driver in all A&A games, and the ability to loot a treasury multiple times, combined with the liberation rules post capital capture, often created a deep endgame where a player would decide not to recapture a fallen capital, but play around it instead. Also some weird anomalies I’d seen a few times in Global like leaving Normandy alone so it couldn’t be used later for US production. The capital rules (and Vichy rules) outlined in this mod go a fair way towards preventing weirdness like that.
I rather wish it had gone a little bit further though, and defined some achievable victory conditions for the Allies. That gripe has been long standing with the OOB rules, that the only victory conditions that actually matter are the ones for Axis. As we’ve discussed elswhere (and YG noted above) this means that in practice all Global games can only resolve by way of Axis victory or by concession. The Allies don’t have a way to actually win by the book, which is a little unfortunate.
CWO Marc had some pretty interesting thoughts on possible alternative ways to outline Victory conditions, based on not so much on control of cities but by campaign objectives for either side during the “deep war” period. Those are probably beyond the scope of the changes this mod was trying to make, but I still found the idea compelling. Some discussions on the subject are in the G40 redesign thread in the house rules forums.
Overall victory conditions aside, at least this mod makes a move in a positive direction, by recognizing that, absent some clearly defined new rules for the capital cash, looting is a part of the game will always be open to abuse and endgame weirdness.