From memory, about 15 people have had the opportunity to evaluate this scenario. At present I have received comments from perhaps six.
I haven't worked on it for over a year due to some of the events mentioned previously. I would like to return to working on it and would appreciate comments from anyone who has played it.
Lots of what can be done is a general solution. Its often difficult to achieve a precise result especially without creating undesirable consequences.
Since the discussion mostly involves aircraft, I'll direct my comments to aircraft. The issue with aircraft availabiltiy is not just how many but when they're available.
Factory expansion is randomized, and this can make a big difference in early produciton of new aircraft. For example, a couple of lucky rolls can result in double the production of a new aircraft during the first six months or so. This is a significant event.
Aircraft can be brought into the game four ways: 1) Factory production (variable), 2) Pool, 3) number contained in airgroups (including active and to be activated airgroups), 4) automatic production in addition to factory production of one per turn (every active aircraft has a procution of one per turn even without a factory). These features can be used to somewhat influence not only how many aircraft are availble but when they are available. Obviously its a juggling act.
It is not possible to have a new factory activate for an existing aircraft. New factories only activate with new aircraft. So, for example, its not possible to activate an F6F factory on turn 70 and another on turn 100 or 120 or whatever. Not being able to do so is obviously not realistic. But that's the breaks.
IJ factories wih high intial capacity (in IJ terms) almost never expand. For example, a fighter factory that starts with a production of 20 will remain at 20 for many turns, possibly forever, while a US factory that starts at 20 will expand to 35 or so within six months.
Each line is the aircraft data table has specific uses which I cannot change. It would be great to be able to give non-US airgroups access to the standard P39 and P40 but this is not possible, hence the creation of identical but separately produced export versions. A general but imprecise solution, a problem metioned above.
The aircraft database offers these choices for the Allies.
Land based, USAAF
Land based, non-US
Land based, USMC, non-US
Land and carrier based, USN, USMC, RN, non-US
Land based, USAAF, USMC, non-US
The last would look to be ideal to provide P39s and P40s to non-US airgroups early in the game. But there are only two lines that function this way, and they're occupied by the P47D and P47N. Lots of compromises are necessary.
And some more quirks.
Any airgroup can be assigned any aircraft, but its upgrade availability may not be the same as for other airgroups flying the same aircraft. For example, an USAAF airgroup flying B25s can upgrade to the A26. A USMC with B25s cannot change aircraft. A non-US airgroup with B25s can change only to non-US tac bombers.
The game obsoletes ten aircraft Jan 1943. Pools become zero. Even if you build them, the airgroups don't take on replacements. Pool drops to zero after every production phase.
Airgroups will not take on replacements if the pool amount is low (exact amount unknown). Land based airgroups will not take on replacments no matter how large the pool is unless supply at the base is high (replacement aircraft consume supply points)
IJ factories will not expand if oil and/or resource is low.
According to the manual, if a base with a factory is captured the factory is destroyed. What happens if the base is recovered? 1) The factory continues to produce the aircraft assigned to it prior to being captured, 2) the type of aircraft produced cannot be changed, 3) the production points for the factory are not included in the score.