As reported elsewhere by another correspondent a few weeks ago, I've just experienced the Falklands being invaded!
Meanwhile German Colonial troops seem very keen on defending the shrinking pocket at Konigsberg.
The Falklands thing was probably by me, I have run on about it rather a lot and no doubt some around here consider it tiresome. That and seeing the Qingdao garrison conduct operations to conquor Singapore and French Indochina while the Kaiser's African levies battle amongst the forests of East Prussia with their fezzes and obsolete Mauser M71/84 blackpowder rifles.
My modding solution to these irritating little phenomenon was two-pronged:
1. Lock
all German colonial forces in place until July 1916. Instructions to mod this can be found in Post #18 here:
http://www.ageod-forum.com/showthread.php?t=18460
Rationale: As mentioned elswhere, Germany's colonial forces are greatly over-represented in WW1G, probably on a scale of 20 times historical values. By itself however, this is not a significant issue provided the German player or AI is prohibited from using these units in an offensive capacity. Preventing the movement of the colonial garrisons tends to replicate the historical war in Africa better, a relentless Entente advance while the outnumbered Germans cling to their colonies as best they can.
Why release them in July 1916? By that time, except for the highly mobile forces of Von Lettow-Vorbeck, the war for the colonies was essentially over. However, Lettow-Vorbeck survived by being mobile, in game terms he completely abandoned German East Africa (now Tanzania) when he conducted limited operations in the Belgian Congo (now Zaire), Portugese East Africa (now Mozambigue) and Rhodesia (now Zimbabwe). If the Entente has left effective German forces in Africa by mid-1916 they deserve to have the latter go on the attack; the German colonial governments would have had two-years to prepare.
2. Removed all German and Austro-Hungarian naval transport capacity.
Rationale: Simple, Germany's Great General Staff had no amphibious warfare doctrine, never developed one and lacked the shipping to conduct naval transport of the scale used in WW1G outside of the narrow confines of the western Baltic Sea. It is however, a rather inelegent solution but given the house rules that I impose upon my own personal gameplay, one that is entirely reasonable. Turkey and Italy retain a reduced naval transport capacity since the former requires it thanks to geography (the Sea of Marmora for example) and the latter had expeditionary force experiance as recently as 1911.
The relevant file is [color="DarkGreen"]:\World War One Gold\Data\DB\SeaTransportCapacity.csv[/color]
Simply adjust the values to taste using M$ Wordpad but save the original somewhere safe before editing.
For variety, the Blockade Runner event still fires and appears to work as designed so Africa can still offer up the occasional surprise but will never be decisive or even particularly important. It should continue to act as an exclusive drain on Entente resources as it did historically.
Locking the colonial forces in place and eliminating CP naval transport capacity that had no real-world equivelant serves to prevent or at least reduce the prospects of enacting CP stratagies that were for all practical purposes, essentially impossible. I think imposing these restrictions make the game better by preventing totally ahistorical possibilities and am greatful to the designers for providing the tools to mod the game accordingly.