Dug this out of the archives and fiddled a bit with it yesterday evening ... the World Domination version of RISK: CM ... adapted the classic Risk map -- expanded it into 60 territories to fight over (so each side would start with 10) and also Ocean/Sea regions that need to be controlled by friendly fleets to transport friendly armies across, supply them across the water or deny the enemy access -- both his fleets/armies and trade)
(zoom in on map below to get the full close-up view with a mock set up)
The start set up would be that each regime gets a randomly drawn start location for it's capital city (and gets awarded a ring of buffer territories automatically right away) -- in example above GREEN got East Africa as it's capital city location, and got Ethiopia, Congo, South Africa & Madagascar as buffer states. RED lucked out with getting Brasil and immediately got control of all of South America (there are no continent bonus points, so that doesn'l matter)
The rest of the territories are then drawn randomly. The Capital City territory generates 5 production points (PP) , each territory 2 PP. Each regime also can place in a territory of its choice a Secondary City, which then generates 3 PP.
Each regime also gets to place 3 naval bases at which fleets can be built and based (they use less supply points when in port than when deployed at sea)
Only friendly territories than are contiguous or are joined by open sea trade routes can pool PP to build and supply armies. So in the above example, GREEN's Khazakstan territory is isolated from the rest of the GREEN empire -- same with BLUE's Siberia/Yakutsk territories as the Arctic Ocean is considered impassable for trade/supply purposes.
The presence of a hostile fleet can interrupt this flow of trade/supplies -- for example, if GREEN deployed a fleet into the Western Indian Ocean, ORANGE's Asian territories from Persia to Mongolia would be isolated from the main Capital areas in North America.
Land battles are fought out in CMBN (and maybe CMFB if seasons are introduced) with either QB's with OOB's built out of the following points allowances (see below) ... or pre-built army OOB's that each side decide on at start of the conflict (and the battles are set up by the GM) -- CM casualties are incorporated and 50+% percent casualties will result in a unit losing a strength step and need to be repaired or operate at half strength -- 75% losses will mean elimination.
Any CM victory result of Attacker Tactical, Major or Total Victory will mean capture of the territory -- surviving defenders may retreat (if possible) and casualties are checked.
Any CM victory result of Defender Tactical, Major or Total Victory will mean repulse of enemy forces who withdraw to their starting territory and casualties are checked.
Any CM result of Minor Victory (either side) or Draw, will result in the territory being CONTESTED -- both sides may in the next turn feed in reinforcements (or withdraw) and CM battle is then resolved as Meeting Engagement Battle. (all other battles are Attacks)
Naval combat will be handled by die roll by the GM on a Combat Results table -- which will result in either destruction of naval units, or return to port, leaving the victor in control of a sea region.
Okay, back to work ... should compile and post a unit BUILD COST and REPAIR and SUPPLY cost table soon to make things clearer.