I have played my current mod into 1942, and have made notes as I go, as follows:
1) When there are fleets in a sea-zone which belong to more than one "allied" nation, could we have the fleets belonging to the CURRENTLY active nation on top of the stack? As is, sometimes they are, but often they are not. IE, I am playing the Great Britain turn and instead of one of their fleets on top, it is France. Or Norway. Or Russia. Or Poland. Etc.
2) Shouldn't BOTH GErmany and Russia have "up front" common-border requirements? Russia enacted this policy so to illustrate to potential comintern allies that they were strong and serious about their army and their politics. GErmany kept a lot of troops on the border (from conquest of Poland; increasing as 1940 progressed) so that they would not be over-run.
3) When I open the fleet display, there is no indication of WHO the commander might be. As with land and air units. Instead I have to click on the commander tab. Could we have the current fleet commander on the first screen we see?
4) When Vichy France is formed, shouldn't there be a garrison unit placed in each of Algeria and Syria. The AI won't eventually send a garrison. You have to play Vichy yourself in order to get a garrison over there.
5) The cost for "strategic movement" seems rather high, especially for UK. Russia I can certainly see, but UK? If NOTHING else, they had (long-established and dutifully maintained) movement infrastructure from -- well before the beginning of the war. You have to spend a LOT of $$$ to permit UK to strat-move a TAC unit to Egypt, for instance. GErmany can do it easily and without ADDED cost, so why not UK?
6) Algeria covers the ENTIRE area west of Libya. I would suggest a separate country of Morocco. For this reason -- when USA torches north africa, they should be able to count on good supply lines without building a mulberry. Having one city in Morocco (Rik's Place in Casablanca, but of course, as time goes by) would give them a port and city. Ideal, especially if GErmany takes Gibraltar and shuts the Allies out of the western Med.
7) One-hex islands: Perhaps you could add a hex? IOW, place a hex next to Malta. So UK could base planes, for one thing. For another, you would have a landing hex for amphib. History tells us that the Italians -- hesitant as always, though GErmany successfully insisted -- were prepared, and able, to launch an amphib invasion against Malta. For Gibraltar, just place that hex in Spain. I trust Franco would not object? You are Master of this Universe nein?
8) Your "ready for deployment" icon only shows up about HALF the time, if that. Usually it does so for GErmany, but not so often for other nations, and rarely if ever for Minors.
9) Your Greek war event has "33073.1" as one of the 2 choices.
10) Auto Convoys need tweaking -- when GErmany invades Norway and secures port of Oslo, the program seems quite reluctant to send a convoy there. I have to over-ride by turning off auto convoy.
11) Italy or GErmany cannot declare war on Vichy France? In my game I have not been using Diplomacy, so each nation has a HUGE amount of DP's by late 1941. Which is when I tried to get Italy to DoW Algeria. Not permitted.
12) Occupying Denmark should ABSOLUTELY (fortress guns, LOTS of GErman mines) keep Allied fleets out of the Baltic Sea. And keep Russian fleets IN. I have seen UK fleets in Baltic well after GErmany takes Denmark. This is so very unlikely that it makes the game seem more in the "fantasy" genre. IMHO.
14) [I don't type out #1*, no more than I would whistle in a graveyard] On we go -- tiny little near-irrelevant IRAQ has entirely too many units available. The PP's from Iraq should be going to Great Britain in a PP-convoy. IDK, could be you are using Iraq as substitute-Commonwealth? So to provide ANZAC and SA and Indian forces (as historical) to Egypt? Well, I don't think this is the best way to do that. You could either set up a new "holding-country" of CW, or you could place CW units using the "in-reserve" feature, to include "event" programming. IE, "ANZAC forces arrive in Egypt."
15) I would INCREASE the range of Fighters by one, and TAC by 2 and SAC by 3. Why? Because, as implemented -- you spend MORE time moving planes around with re-base than you do attacking and defending with them. Too, the AI moves them around too much also. Instead of actually conducting combat with them. Besides, we are talking one MONTH turns. WW2 era planes can fly a long, long way in a month. Speaking of which...
16) Planes are just too vulnerable. To ground attack. I would surely suppose that -- in most instances -- base commanders would KNOW when the enemy is advancing, so they would simply MOVE the planes further to the rear. As is, it is just too easy for any ground unit to completely DESTROY a full formation of planes. In consideration -- usually the air bases had some garrison and/or highly mobile unit nearby. To protect them from partisans and sabotage. I would have, at minimum, a 50/50% chance that planes "auto-rebase" when attacked, and also a minimal defense strength against ground attacks.
17) I would have a "hover function" for all those FLAGS that appear. For instance, when you get the pop-up for convoys. I doubt that most game players have all those flags memorized. Though, should you put this feature in there, they soon enough will! A history lesson.
18) Railroad repair time: presently the default is at "1." According to the Manual, it is THREE (3) turns for repairing captured rail-lines. How about repair= 2 turns?
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Good enuff for now. Yep and yeh, I understand that some of the above can be edited. Well, not eveyone has the inclination to even TRY to use the old or new Editor. They just want to play the game. I guess I am suggesting that the "default game" be adroitly modified.![]()