Love the game! You have the bones of the best war game I have ever played and I have played war games all my life.
What I see as real issues: Diplomacy and weather, they need to be toned way down. They completely dominate the game as it is early on. Maybe have set weather for the first 5 turns these turns are just to critical and no Diplomacy for the first 5 turns as well.
Mark your map with visual clues about choke points and ports that block Navel etc. Like World in Flames(WIF). Copenhagen is a perfect example noting in the rules that explain how the port works blocking entrance into the Baltic Sea.
Move the Polish Army to the capital to stop the one turn Poland Surrender. That is a total joke. Germany would probably need to start with more MMP. Because Poland and France will not be a joke.
Calm the Weather down and balance it on both sides. Let the players decide the game not the weather. If weather is bad don't keep pushing it to worse (I assume you took that from the WIF weather charts, where if the weather gets bad the next turn is more likely to get bad weather). It has to even out or you just screw one side (an historical weather option would be nice). The first few turns of this game are critical and the weather is too much of a factor early on for either side to get screwed. The Clear December attacks on Belgium for example, totally dominate because of the one turn Poland thing again.)
Weather is a huge factor in this game. You want to build a fair and balanced game where both sides feel they can win. (Or no one is going to play your game.) Having weather that is clear for one side and bad for the other side in the same area (Med for example 1940). This is the game forcing unbalanced play on the players. Both sides get the same weather on the same turn. No more You get good weather, you get bad, you get good weather, you get bad for turn upon turn stuff. That is bs.
Stop allowing all the research to be pulled out for builds like 2 Mechs on turn 1 (the insane early rush on Russia is broken enough as it is). Maybe Remove all the starting research and allow the players to decide how much of thier MMP to put into research points, Like the sliding % of MMP given to one country to another thing you kind of hide in the convoy system. I will dedicate 5%-25% of my MMP to research, but yes it is going to research buddy and their is a minimum. You can't pull it all out and dump it into Diplomacy to flip America early on turn one for example.
(Diplomacy Options to turn off USA and/or Turkey-Spain). Diplomacy happens way to often (Especially early on like game turns 1-5) to be the 5%. I have seen America move to the allies on turn 1 and turn 2. For a 150 point luck shot that happens way more often than it should a player can get $1,000+ MMP late game not to mention the time boost for every turn bump or an entire country's supply and army. Frankly America should not even be on the list of diplomacy. Turkey/Spain should be much much harder to get. etc.
Your supply info needs work. What we need is a supply tool for HQ's that shows us what supply looks like now this is what it looks likes if I move here so you can tell what supply will look like after you move. Moving a HQ to find out that your supply dropped from 10 to 6 should be the most important thing to show your players. Try using Your Second 'S' Map Supply Key Information overly on the map and update/recalculate as I move my HQ/Cursor here or here for example and show me the changes.
Try this as logic select your HQ press 'S' normal supply overlay and on your second "S" you get the Moving supply values calculated as if your HQ was where your mouse hex is at.
And Most importantly you need to update the game events like it was saved on the server after every move/combat/Declaration of War/event/ - even if it is just a file on the users computer. A player can simply just Alt-F4 and reset everything to the last save and try again and again and again till they get it the result they want. Example: Hay Turkey don't get mad that Germany attacks Yugoslavia, So a player can just do it declare war again and again till the game gives them what they want. That is Broken. I hope you fix these issues. You could use this same system for Rome, Napoleon, Troy campaigns and all kinds of Historic Battles, etc. etc. etc.
You also need a Tournament system a Rewards as simple as $1,000.00 (More zeros would be nice) could increase your player base by 1000x per 1k I bet with some small advertising. League of Legions for example has annual competitions with cash rewards that fill arenas with players just to watch. Just something to think about.
Similar to what Axis and Allies did a few years ago. A ranking system would be good too. Playing players with zero experience or they have 100 Games behind them when you have 5 is painful in a game that is this involved and has this time requirement.
P.S. The New Convoy Mouse overs should only work when the mouse is over a hex where there Only Convoy Route, this is nice information but we don't need it blocking view of any Navel Unit/land/Air/Port that are on a Convoy Route now. Example Malta.
I love the idea from Aussiematto (Modified). Neutral Ships don't spot anything (they call them Neutral for a reason) and require a naval garrison in the Mediterranean from France and Italy.
Possibly also include some build bonus? Something like - "if Allies breach the naval rule Italy swings, AND the 2 x CA are automatically built up to 10?" France should Also Gear up if Italy Leaves the Med. These Navy's More or less just looked at each other and should be the flavor of the game as well.
France should also pay a price for just trashing her Navy for no recourse to her National moral, Like a % of National Moral Lost for every point HP her Navy loses instead of only on a kill (Each HP % 10% of the National Value for example).
Since we are at it start all Air & Navy Units that can as Convoy Raiders by default (or toggle all on off option as a new Help Key) and HQ's to Auto Assist. Save us the Mouse Clicks.
Another Huge Fix. Russian Reinforcements (or at least part of them) need to be triggered on War + weeks not on a set schedule the war starts the clock. Take them off the Production Pool and add them when war breaks out. That also Gives Germany more options for Spain/ Gibraltar or Turkey via conquest, or a real med take over. Players are attacking Russia in July 1940 because your weather rules are broken, your reinforcement table is broken and your research is broken. If players don't care about your research because they can use use the points to build units and attack Russian in summer 1940 with Russia Hand tied because you wont release their production is a huge flaw.
While you are at it there are a number of units that show up on events like taking a location. these should be added to the Force pool under Conditional and a mouse over of the unit shows the condition. (THis is where the Russian War reinforcements should go War + 1, War + 2, War + 3 etc. We should have to guess at what does what or play 1,000 games to see it to know.
China could use a little love too. Like Full Units to start with and maybe a few MMP to play with. China was never in real danger of being conquered. China is toast 90% of the time in this game. Super unhistorical.
Land Operational Movement should be restricted as well. Germany 5 Italy 2 Japan 3 GB 3 USA 7 Russia 4 China 2 per turn. Countries didn't have the infrastructure to move the entire German Army from Poland to France to Russia by July 1940. Heck they used Horses for 80-90% of their transportation still early in the war especially. Maybe -1 less in 1939-1940 and +1 more later on 1942, 1943, 1944, 1945 etc.
Another one: A zone of control over lay to show each sides ZOC and effect on supply/Movement/etc.
< Message edited by kjgokc2007 -- 8/25/2020 3:44:11 AM >