I enjoyed modding this game, but made a few modding mistakes here and there. In particular I should clarify one thing for the benefit of a potential future mod.
During the game I became aware that there are two very different ways to play the game online; with DIAS or without. If you don't know what this abbreviation means you are in the same situation as I at the beginning of game.
DIAS stands for 'draws involve all survivors' and playing without means that you can end the game with a draw without involving one nation if that nation agrees. E.g. the one-center Austria could have agreed to a 4 way draw of BRIT. The next mod should specify in the beginning whether he wants to play with DIAS or not.
In this game this lead to some confusion. At the start of the game, I would probably have ruled that a nation that has almost lost could resign, but in my mind that was always a one or two center nation. However, Walrus pointed out that if you allow resignations, you should also allow it for larger nations. So at that point I needed to make a decision and chose DIAS. Unfortunately, I could not tell Walrus why I made up my mind, because that could have given away Britain's plans (that he told me in his PMs).
My personal preference would be to play with DIAS. I'll use this game as an argument: at the point where Walrus would have suggested to vote for a draw, Britain was at 10 centers and could not have pushed for a solo yet. So he would be forced to agree to a draw even though he later got a chance for the win.
Now for the actual game.
liopoil played very well without forming any long term alliances. The only major mistake was that you underestimated the strength of the RT bond. IMHO you should have tried to split the alliance.
When Britain stabbed Germany, faust and ADK formed an alliance with Turkey but didn't push him to attack Russia. ADK essentially stopped the attack on Turkey without asking for anything in return. I wonder if Hydrad would have attacked Russia if they had asked him to.
Hydrad played well in his first game but in the next game you should develop an agenda of his own. This game you found a very stable partner in Russia, but you may not find yourself in such a friendly area again.
As I mention in the spectator thread, I thought that Walrus would try to win. In the year before Britain's stab, I would give you about 50% chance for a successful run, in particular if you work Turkey so that his units are out of position.
For Jack and KingZog, unfortunately you could never recover from the first years.
Finally, I plan to write an email to the developer of this variant. Are there any other testimonials that I should write to him.
Personally, I still like the interaction that this map creates, but would probably try to rework the Africa rule. There are two weaknesses of the current version: on the one hand, it is relatively complicated and hence error prone; on the other hand, I find it is imbalanced against France. If Britain commits his fleets against France, then France needs help either from Turkey or Germany.
I'd also join another game with whatever rules the mod chooses.