Aaaaaaaah! I just lost my post to this forum refusing to let me post because I posted 15 seconds earlier!
Anyway, I was saying that you're all awesome for posting your actions so fast, that turn will be up in a few hours since I got an hangover to nurse.
Archangel, thanks for pointing out the Infantry Division, I was drunk last night and not at my best. The "lose battle, have wounded return" mechanic work in a similar fashion to the "Win battle have wounded return", except it only works when you're attacking (Aka your troops can easily retreat) and that the gap has to be smaller than 20 instead of 30.
For entrenching, I had to invent rules yesterday, but didn't update the OP due to aformentionned drunkeness. Basically, you can either entrench ground troops (Doesn't cost anything, give a +2, but you need a turn to unentrench them) or build permanent defenses, that gives bonus against army invading.
It'll all be in the OP.
Phantom: For a first, your turn is invalid: you cannot do anything with your troops on the turn you create them. As for Psy-Ops, the Japanese scientists detroyed their notes when you invaded. I mean, you got one of the most productive territory around, you're not going to whine, are you?
The modifiers are useful, I just didn't display them for you since you'd lost anyway, and I wasn't sure how to display them yet (You're the first player on the list).
Everybody else: I can only recommend going to check on the OP from time to time. Rules are evolving or being added each time someone do somethinng I didn't plan (Improving Sudanese economy, entrenching his troops) or each time I find one is broken (Investing 1$ in a dozen technology).