Here’s the ideas:
Turn order: Germany, France, Russia, Austria, Britain, Italy, Ottomans, USA.
The Ottomans, Italy, and USA are neutral at the beginning. They cannot purchase new units or move units until they enter the war. They mobilize first and become playable only in the following round. This is intended to help the AI handle them better.
For example, Ottoman units are mobilized during their turn in round 1, but the Central Powers player can only control the Ottomans starting in round 2. So:
Italy mobilizes in round 2 but becomes playable only in round 3.
Bulgarian units and territory merge with the Ottomans at the end of their turn in round 3. However, Bulgaria can still be attacked at any time by the bot side. The same applies to Romania, Greece, and Portugal.
Portuguese units and territory merge with the British at the end of their turn in round 4.
Romanian units and territory merge with the Russians at the end of their turn in round 5.
The USA mobilizes in round 6 and becomes playable in round 7.
Greek units and territory merge with the French at the end of their turn in round 8.
Denmark, the Netherlands, Switzerland, Persia, Afghanistan, and Albania are neutral and can be attacked. All other territories (including Pripet Marshes and Inner Arabia) are impassable.
Russian Revolution rule: If the Central Powers control at least 5 Russian territories at the end of the Russian turn, Russia leaves the war and the Central Powers keep those territories. However, these territories exclude the Caucasus and Central Asian territories. So the best outcome for the Central Powers is knocking Russia out of the war while the Ottomans capture as much Caucasus territory as possible.
Otherwise, the rules are almost the same as World War I.
Constantinople, Gibraltar, Suez, and Aden are canals.
The Ottomans will have factories in Constantinople, Ankara, and Syria. They start with a few troops in Senussia, Darfur, and Bukhara.
