This version will not be compatible with ongoing games.
2 major changes:
- first the Red/anarchist alliance has been reworked: when the option is enforced, Red player will control Anarchist units, until he ends the Alliance or the Anarchists break it. Yes they can, especially if you try to use Anarchist units outside Ukraine theater.
When the Alliance is denounced, Anarchists find back their independence and units. Your own Anarchist units will disappear.
This will seem a little cumbersome but the engine doesn’t give possibility to give some units to another faction. You have to destroy the units and create new with same name. Better than nothing and it should give real incentive for Reds to ally with Makhno.
2nd major change:
If Red player doesn’t attack Balt, there’s a chance Balt and possibly Finns enter war against Red, with Yudenich army. Freikorps will not be active in this situation ( Western Allied having cured the Freikorp problem). Reds will lose NM and face a dangerous situation , especially if Finns are joining the fight.
The event will fire only if AIL is 6 or more, or 9 and more if Reds have played the option concession to the Balts.
This new rule will help to counterbalance the bonus Red player gets by letting the Balt front in peace to concentrate against other opponents. It’s now a bet, Red having some tools to limit the risk by lowering the AIL.
Other changes affect Southern Whites AI and some glitches fixed.