Well, the lua template has once more proven its worth... The whole "rebel Spawn" mechanism that took me what seemed like weeks last time (and was buggy as all heck) has been accomplished in about 3 hours of work. Granted, I've simplified things significantly using "nearbyRecruitmentTiles" and "scatter," but this should be **much** easier for the human player than sifting through countless menus. So, I guess what is best for the designer is also best for the player?
The way it now works is the human needs to bring either a Spy or Special Forces unit to an area of the map they want to fund a rebellion in. They then press "k," a menu pops up, and for a price (set in parameters), you can fund a small, large, or huge rebellion (also set in parameters). The types of units that will spawn are according to region (Latin America, the Middle East, Africa, South Asia, Southeast Asia, Northern Asia, and Europe).
I decided to allow this to happen in Europe (and the Soviet Union as well) for the time being since there were certainly rebellions against the Soviets that were crushed at various times (Hungary, Czechoslovakia), and there were great fears that Italy would go Communist early in the scenario's timeframe. This is also one more reason for everyone to have to have a good defensive system in place rather than counting on the other player not to attack, which was another issue with the earlier version...
(As an aside, canBuildSettings and munitionsSettings are also complete). It's so crazy that three modules were completed in a few hours today compared to how many ages it took me in the past. If you haven't tried
@Prof. Garfield 's template, you really owe it to yourself.