It really depends on if you want this to be a historical game or not.
HOI 4 was designed for a balanced game game regardless of the differences between the powers in real life. As an example a LV 2 fighter in HOI 4 has the same stats whether it's a US, German, etc. plane. Which is really stupid. But I still think it is a good game as long as you can accept the fact that it is a sandbox in a WWII like setting. But an historical game, definitely not.
So to fix Russia's Far East problem historically, if Japan signs the non-aggression pact with Russia, then Vladivostok should be off limits to Japan to do anything. If they do then it automatic war against the Russians at least. It should only have a minor impact on US entry or even no effect as the US did not care much about the troubles of Russia.
If Japan does NOT sign the non-aggression pact, then Russia should get some automatic boost to its MMPs every turn as Russia would have had to increase their military production knowing that Japan could go to war with them. Maybe even provide some additional troops in the Far East for X amount of MMPs per turn for Russia.
For the record, the lend lease through Vladivostok only started in Oct '41. But 50% of all lend lease came through there. So there should be some trigger to have this start up. Germany at war with Russia and capturing certain cities in Russia, maybe Rostov? Or some others? Regardless it should not start up as soon as Russia is at war with Germany.
As far as Japan invading HI, it is absurd. A 'simple?' way to fix this is to prevent any invasion from occurring if the invasion hex is NOT within a friendly aircraft range. I.E. an actual on map land based air unit has to be within range of an invasion hex. OR neither side has land based air units in range of the invasion hex. So battles like Norway, Guadalcanal, etc can still occur.
China has been a design problem in almost every PTO game I have ever played. Due to hindsight. Because the Japanese player KNOWS how weak the Allied forces are in the PTO, which they were not that sure of in RL, they can spend more resources in China than the Japanese really did. And still do well in the rest of the Pacific.
One way to counter this is for every city that the Japanese player takes that Japan did not take in RL, there is a MMP drain of X/turn to reflect the additional Garrison needs for moving deeper into China than historical. This drain could even decrease over time to reflect better control over the population as time went on under Japanese control.
Just some ideas that may be impossible to implement in the game, but would certainly make things a little more balanced in the PTO
< Message edited by Numdydar -- 8/13/2020 8:25:22 AM >