Further thought....
When a base is captured.. In reality when forces pulled out of a base they often left booby traps etc as surprises for the captors. When a base falls into enemy hands it automatically collapses. All buildings etc are destroyed.
Captured cities/towns offer no bar dar in their respectives sectors, representing the disgruntled population +) Captured bases however do.
As a team's front moves farther and farther away from its HQ, supply problems arise... For each new facility/base etc that is captured the supply score DROPS for XX amount of time. And of course all captured bases have to be player supplied the first time.
Factories that are captured contribute NOTHING to the capturing forces. Captured towns and cities also contribute NOTHING to the captor. Each city could be given its own defensive force of XX amount of troops, and AA, and individual morale score. If the front encompasses a town, an area of resistance surrounds the city (aka Battle of the Bulge) For every XX amount of damage inflicted upon the city X amount of troops are killed, and morale drops. The attacking forces must destroy all AA, all enemy troops, and drop troops to capture the city/town.
When the front encompasses the city, its communications hookup is still active to friendly forces, until the attacker captures the city, regardless of whether the radio building is 100% or not. If the city is not encompassed by the front, and the radio building is destroyed then communications are cutoff. If the city is encompassed while the radio building is down, communications reopen as soon as the city is surrounded.
Friendly forces can supply the city under attack with supply drops by transport aircraft or using vehicles which will slow down a city's fall.
For the new factories to be built: I envision a series of random tiles generated at map change well behind the lines which are dormant facilities. I dunno how the coding works, perhaps they could just contain destroyed facilities. Once activated they auto repair.
I think these ideas would result in quite a looong war, perhaps that would work well in the CT. Players would score points by how much damage inflicted. If they shoot an enemy fighter down X points awarded, an enemy bomber 2*X points, and perhaps a small bonus if the pilot of the fighter aircraft is captured or killed. Bomber crews all recieve damage points for the bomb run, and all recieve the points for any fighter kills, however only the gunner who scored the kill recieves the actual "kill".
Gooney drivers of course recieve points, as well as perk points which they are able to assign to ANY category they wish. (fighter,bomber etc) perhaps they choose which category they wish to score it as prior to leaving hangar.
More ideas +)
SKurj