When the capital hex is #TACTICAL_CONDITION= [2] .t. have the capital hex be treated as Guard Script [0].
Assign the lowest Unit ID even possible a Headquarters unit. The capital hex should never be empty, at the end of turn.
When the capital hex is #TACTICAL_CONDITION= [2] .f. have the capital hex be treated as Guard Script [2].
The highest ground Unit ID is assigned to the capital hex. The capital hex should never be empty, at the end of turn.
All units of that country should retire towards the capital hex at flank/maximum action points.
Guard Script overrides system in this guard situation.
When a ground unit becomes adjacent to an opposing capital hex. Air units should concentrate attacks on that capital hex.
Also, weakness of units not breaking through to trap/surrounded units and/or trap/surrounded capital hex.
Also, when a transport time, or supply expires enter a port hex and no hex to unloaded does not leave the port, even after reaching supply level to sail to another port.
Air units remaining on port cities blocking ground units from departing.
Tucson is freezing in March 100 f days in April not getting into the mid 80's f.