1st of all, I'd like to say I'm delighted to see how people can finally address this issue. The suggestions Narmer has summed up in this topic look very promising so I do hope some of them have the potential to turn into something. That being said, I'd like to continue on a post/reply from a while ago on the 1st page of this thread (posts #5 & 6
https://forum.supremacy1914.com/show...73#post1850573
1st of all (off topic to answer the 1st paragraph
I didn't say no alliance members should join, I suggested to limit it to the max amount of coalition members for that map. And yes there are ways around, but it gets very annoying for them to do so if they use different teams for various maps.
To continue on topic now and address the GM issues. I will just wing it from here on and explain by using some issues I'm encountering right now, trying to provide alternatives where I can.
Situation sketch: from that 500 player map with all the alliance members, I'm currently the only one left + 12 that orgininally belonged to their alliance. However, 3 have left that alliance and joined my coalition, 1 didn't leave but joined me anyway (prolly spy but w/e) so atm it's 5v7. (actually 5v6, the 7th got granted 1 province in their safe territory to they're sure to keep us in 5 wars at any time to give us max negative war bonus
)
So, currently I am up 1v2 against them in Africa. What happens is the following: if I put patrols up, I can't rely on them because they spybomb provinces to get aerodromes down. Yesterday a province with lvl 3 fort and aero was spammed to 0. I've been told forts take 2 takes and aero 7 (aero seems doubtful since I wouldn't see why that'd be 7 ticks to take down..) but anyway, knowing that each damage spy costs 2k goldmarks. You can understand how much they're spamming in the desperation not to lose against their Nemesis 
This does however imply that I can't use fighters except from max distance. Since if I'd put them on a front province and they spam my aero's at the back first, and then the one in front: my fighters would be stuck, wouldn't be teleported to the back and I'd lose them for free.
Possible solution: put a limit on the amount that can be spend on damaging upgrades/day. I'm not going to work out all the numbers. But let's use a fictive number for a second: if a fully upgraded province with railway/lvl 5 fort/aero would take 20 ticks to go down, put the limit on spending 40k GM on damaging upgrade spies/day. That way they can spam the first one down. But at least you'd be guaranteed that they'd port to the back since those aero's wouldn't be able to be destroyed. (or they'd all have to simultaniously spam GM on a different aero ofc..)
Another solution: don't put a limit on the amount, but put a limit on the number of provinces they can spam/day. For example 1 or 2. Not more than that because well, if it's like 4 or something, it kinda renders it pointless since most of the time there aren't more than 4 aero's within range distance.
The second thing I'm encountering: while retreating, it's very common to wait a bit behind the center to a least get a free splash in. For those who aren't familiar with it: the attacker usually pushes forward with his art stack, but sends a few inf/armoured car ahead on forced march to cap the province to gain time. To counter that, you retreat but stop at the point where you can fire at the center, you don't fire at the troops conquering the province but you wait until the artillery batch is within 5mins of reaching it. Then you attack the center, get a free splash hit on the artillery, and you move out. (only do this if you can reach the center from another province btw, if you're still in the province you just lost, you can't do that cause then he'd just catch up due to your 30'ish% movement speed)
But anyway, what they tend to do is the following: they cap the province, insta GM a railway up, and if you don't have a railway in the neighbouring province you're currently standing in: you're ******. (I splashed his four 50 art stacks just with one 50 art batch, he GM'd railway and got 4 hits in on me while he shouldn't have). Before someone tells me I should've had a railway there: it's the frontline, you cap provinces, you lose some, it's back and forth all the time with upgrades being destroyed constantly. Without GM usage, you simply can't get a railway up.
They are doing the same with their aerodromes since that's only 2 ticks to speed up (actually 1 since you can use aerodromes from the moment they're 25% completed) compared to 6 for railway. And you already know they spybomb my aerodromes, so they GM theirs up to exploit the air as much as possible ofc 
Possible solution: limit the amount of times you can speed up an upgrade to half of their ticks. In this case, 3 for a railway (reducing build time from 72 hours to 48 hours) and 1 for aero (reducing build time to 12 hours instead of 4
. Side note: aerodromes should be changed so that they only pop up once they're finished. Atm they pop up after 6 hours of building time which is not only OP much, it would also render this solution pointless since they'd be able to use them after even 1 tick anyway.
The final thing they're doing is (ofcourse
revealing enemy armies. I don't really understand why this only costs 1650 GM since it is one of the most OP things you can abuse. The game is all about tactics/strategy. So.. right before reset when the normal spies do their thing. The obvious thing to do is "fake" moving your stacks towards another position at the frontline (while out of enemy sight ofc so they can't actually check it). After the midnight reset, you split your army from it, let 1 infantry continue it's road and once it pops up in the blurred vision from your enemy where you sent it to: to them it'll show as your full stack since their spy report remembers that movement. As long as you keep it out of their clear vision, you can fake having your stack overthere, while moving your actual stack to a then unguarded position. So.. if you have 5000 inf / 400 art, you can pretty much spook them and double your army xD
However, if they use reveal armies, your cover is gone. And they don't need to think about actually calling your fake or not since they have the new pathing.
+ the other thing is that it renders submarines pointless. I have about double their amount of subs but am inferior in terms of battleships since no one in my team have coal reserves while they have 1 guy with 1 mill coal reserves. It's already hard to develop a strategy to get in melee range of the battleships within 24 hours (have to do it within 24 hours because obviously, they get a legit spy report at midnight), but whenever they notice I or any of my team members get even remotely close, they reveal every couple of hours so they can free hit our subs if they'd get in range, or split something before their stack to avoid getting their entire stack into melee combat. So we pretty much have to adjust our sub pathing every 2 hours or so..
Causing all of this misery, just for 1650 GM, a real bargain 
Possible solution: hugely increase the price of reveals. If you consider they have spent around 10-20k GM / province to get aerodromes down, reveals should cost at least as much, if not more. So I'd put them at 20k or more. + put a limit to using it once or twice a day so people can't reveal subs 24/7. Renders the entire mechanic of the unit pointless since stealth is what they're all about.
Think that's about it for the moment, might update if I see them pulling other GM tricks.
Oh, and don't forget: never surrender! 
Cheers
Edited by SMOD Wolfe_Tone: Please use asterisks to censor swearing in future.