@Gargantua:
or add them to the defence of the closest true Neutral land connected territory.
-If there are MORE escaped POW units in a true neutral territory than it’s home guard, the escaped POW’s can attempt to overthrow the government, and make it a PRO Neutral for their side, if they FAIL, it becomes a PRO Neutral for the other side.
Feel free to improve upon these, or add your own comments?!?!?!
This part doesn’t seem to go along with the way true neutrals are treated throughout the game. While I really like the idea of swaying true neutrals toward my side without having to conquer them, letting POWs enter true neutrals doesn’t fit the rest of the game. I’d love for there to be a retooling of true neutrals so that they could be swayed peacefully into joining the war on either side, but I don’t think runaway POWs is the answer.
Now, if allied POWs escape Japan’s control and Mongolia is the only non-hostile territory within 5 spaces, I understand the realism of the POWs running to Mongolia. Perhaps once there the allied power can pay the Mongolians (the bank) to transport the POWs to an allied territory– say 1 IPC per unit per 3 spaces of movement.
Since Mongolia will treat Axis or Allied powers this way, it keeps them a true neutral. They are merely returning people to their own powers and being repaid for the inconvenience.
With such a rule, it would be interesting to see a power attack a true neutral for the purpose of recovering POWs.