I’ve seen a lot of different approaches to movement on custom tripleA games. I have noticed that one thing seems to hold true for all games based on the general A&A system, the more territories you have the more time it takes to finish a game. For example, when it takes 3 or 4 rounds to cross an ocean, which at first glance seems a bit more realistic given the geographical reality, this doesn’t necessarily make for the best gameplay excitement
It is different when sea zones themselves have a direct economic value attached to them, but that is not something that has been done in A&A since the old Pacific game (and even then, it was only for specific convoy sea zones, and the money could only be disrupted from the enemy, not gained for yourself.) In g40 the value and cap of the convoy is not determined by the sea zone itself, but by the land the sea zone borders. Absent some economic driver attaching to the sea spaces, having a whole ton of them has a way of making the game drag. The same thing happens with land territories at zero ipcs, if you have too many of them adjacent to each other. This was a solution to the Russian far east, that many maps tried to get going in response to the Japanese tank drive to Moscow phenomenon, so common in older games. Here more space would get you more time, sure, but not usually much action.
Too much distance can present a pacing problem, too little creates the blow by situation, where no island hopping occurs since you can just jet right across the ocean. Its hard to strike a balance, but something tells me if ships could move farther it would increase the gameplay drama on the high seas.
Before the 1940 games, I would always have voted in favor of keeping ships at 2 movement, just for consistency and force of habit. But now that 3 moves have been introduced via the Naval Base, I think people are a lot more comfortable with the “ships move 3” concept.
This leads me to think, that an A&A game could probably support a system where ships moved 3 on non-combat at all times. You could still do the +1 movement thing from an NB on combat or non-combat if desired. 2+1 on combat, 3+1 on non combat.
The only issue in G40 would be a breaker on the first round set up, if for example, the German baltic ships could reach farther on non com, or USA ships could reach UK too quickly, or UK/Anzac ships become too effective at disrupting Japan. The Japanese would gain the most though, since there non-combat transport maneuvers would be so powerful.
In order to pull it off, you might have to remove the movement advantage from the Naval base, and come up with some other advantage that an NB could provide as an alternative. 4 movement, even on non-com would be a significant increase in reach.
What if NBs only provided the +1 movement advantage during the combat phase? And during non-combat all ships move 3?