suggestions for game balance
Sorry about the following wall of text
General;
Experience for units, the difference between elite units and raw units is only 25%, the effect of putting an elite unit like the SS liebstandarte up against a raw division should be observable not just a minor effect overshadowed by nearly all the other factors
Supply modifier, the same can be said of supply, the OOS modifier is -50 % for being completely out of ammo, food and water... needless to say, any unit that are this low on supplies should not be able to do anything but make a banzai charge so i suggest it be raised to -95%
Supply consumption in combat for land units is currently only 3 times what a division consumes compared to their normal consumption, i find this number to be rather on the low side at least compared to the few supply consumption statistics i have seen and the supply consumption for artillery attacks
Brigades;
enable 6 brigades for all naval units
enable light/heavy radar to be put on light/heavy carriers
CV = capital radar
CVL = small radar
CVL brigade ranges are very small, half of the comparative range for a carrier, it was basically the same aircraft but smaller quantities that flew off the light carriers so upping the range of the CVL brigade to be comparative to the CV brigade should enable the CVL to actually act as a CVL
Militia;
militia is worthless and a detractor for the combat ability of any country using them, they need some boosting to help their defensive abilities, particulary in broken ground where the irregular abilities of the militia can shine to do guerilla warfare
suggestions;
enable all brigades or just enable artillery, antitank, rocket, AA, armoured cars, engineers and police
militia doctrines, volksturm and guerrillas to have +10 org for militia instead of -10 for infantry and stop restricting other doctrines (modern blitz and mechanized waves), it would also have been beneficial to have an earlier militia doctrine to help boost their defensive abilities particular in mountains, hills, forest, jungles and swamps
AI;
ai events for Japan to start pacific build-up in 39 (event 22004) in order for Japan to build up enough carriers for PH and to prepare generally for the war in the pacific
game setup;
Chinese warlords and nationalist Chinese, missing IC and resources to operate the ai feeders to stall and hold the Japanese off since their units cannot be supplied and reinforced, this same lack of ic keeps the warlords and the nationalists as easy walkovers for any human player intend on conquering china as the average ESE tends to be 5-10% for the warlords on their own territory... the nationalists are only slightly better at 10-30% ESE, the smart person here can probably figure out what happens to any army that cannot be supplied...
Chinese forts and fortresses, china has a very long and at times very bloody history, there where numerous small forts and fortresses spread all over china, adding some of these forts and fortifications to the setup helps keep the chinese alive, particularly the (mountain) fortresses of the yuling, datong, Taiyuan, Changzhi and xian provinces where at least partially helpful in keeping the Japanese to the lowlands of china.
the very large and quite a-historic airfields of china are also a very detrimental factor to the destruction of the Chinese capabilities to resist the Japanese as the Japanese air power will devastate the small Chinese quickly
Resources; there are too little resources available globally to supply ANY minor nations while majors can at most double their ic, while historically there should be resources all over the world for at least doubling the world IC tenfold, which should only be limited by infrastructure. China is capable of matching if not exceeding US industrial output today and most of the resources are obtained locally except for rare materials of which they are the world no 1 producer today and wolfram extraction in china was, until the Japanese cut off the exports, one of the largest in the world) and raw oil.