Hello! So after playing the 1940 Global “normal” version, and trying out the ALPHA + versions, I tried making some of my own setups here, maybe people here will find them interesting, or useful. If not feel free to add suggestions on what can improve!
Modification 1: Cities.
Minor Cities: (Not capitals) Gain 10 IPCs (from bank) for every time you capture, liberate, or recapture a major city.
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Modification 2: Canals and straights.
Panama Canal: When neutral, the USA charges allied and axis ships 1 IPC per vessel to pass through canal. Once at war, Axis ships are barred from the canal, and Allied ships may use it for free.
Suez Canal: The UK may charge neutral ships (Soviet, USA, or Japanese when neutral) 1 IPC per vessel to use canal. If/When USSR and USA join allies, they use the canal for free. If/When Japan is at war with UK, Japan can no longer use the canal. *Player must control Egypt and Trans-Jordan to use canal.
Gibraltar: Neutral and allied ships can use Gibraltar free of charge. However, no surface ship can pass through Gibraltar if Gibraltar is occupied by an enemy. (Submarines however can still pass.)
Danish Straights: Germany can allow neutral (Soviet and USA) ships through the straights at the price of 1 IPC per vessel. If at war with this countries, they cannot use the canal. Friendly countries may use them for free. (Japan must be at war with a common enemy in order to use the straight free of charge) *Player must control Denmark to use canal.
Bosporus/Dardanelles: This straight is used by Turkey. For any ship to use the Bosporus, it will cost that player 3 IPCs per vessel to use the canal, (The money is then put into a pool, which is then given to the first country that conquers Turkey.)
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Modification 3: Diplomacy.
Diplomacy: This allows a player to sway a true neutral into becoming a friendly pro-allied or pro-axis neutral. This is done at the beginning of a powers turn if they so choose to do it. They must declare which neutral nation is of their interest, and proceed to pay the IPCs needed and roll the die to see if their diplomatic mission has succeeded in swaying that neutral.
Major Power: If you earn 25 IPCs and over.
- Diplomacy: For 10 IPCs role only one die of 3 or less to sway a true neutral into a pro-Allied or pro-Axis.
Middle Power: If you earn 15-25 IPCs
- Diplomacy: For 6 IPCs roll only one die of 2 or less to sway a true neutral into a pro-Allied or pro-Axis.
Minor Power: If you earn 15 IPCs or less
- Diplomacy: For 4 IPCs roll only one die of 1 to sway a true neutral into a pro-Allied or pro-Axis.
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Modification 4: Player setup.
The Commonwealth: The Commonwealth now replaces ANZAC. The Commonwealth player not only controls ANZAC territory, but also controls South Africa (South Africa and Southwest Africa) and Canada. The economies of ANZAC, South Africa, and Canada are kept separate. (Like UK Europe and UK Asia) Units bought with those IPCs must be constructed in industrial complexes in their home territories. (ANZAC has 10 IPCs, Canada has 7 IPCs, and South Africa gets 3 IPCs.) When territory is captured by the Commonwealth, the new IPCs may be relocated to whichever country the player chooses. (India is not commonwealth because it is essential to the UK Pacific, and it didn’t gain it independence until 1947.)
The Comintern: The Soviet Union is not an official member of the “Allies”. Its relationship with the UK, Commonwealth, France, China and the USA is similar to that of Japan and the European Axis. It is only associated with the Allies out of necessity because of the anti-Soviet agreements signed by Germany, Italy and Japan. As a result the USSR may act unilaterally and independently when declaring war Germany/Italy or Japan. In regards for neutrals, the USSR cannot take advantage of the pro-allied neutrals. They are only pro-Allied in the sense of being pro- UK, Commonwealth, France or USA. If the USSR attacks a pro-Allied neutral, that neutral will immediately become pro-Axis, and become administered by an Axis player. Nor may any Allied land unit be allowed on Soviet soil. Similarly, no Soviet land unit may be allowed on Allied soil.
Mongolia: Mongolia is the only pro-Comintern neutral. The USSR can treat it how the Axis and Allies treat pro-Axis and Allied neutrals. (Mongolia was a pro-Soviet communist country during WWII.)
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There are also some other changes I have made, that I will post later, such as a unique units/upgrade system, and some troop setup changes, (Like adding a Soviet Black Sea and Pacific fleet to make things interesting.)