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Recent Posts
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Just because Revised and WaW failed to provide the US with a balanced strategy between two fronts doesn't mean it can't be done on other maps.
You can still have an undivided USA and make pursuing both oceans simultaneously as viable as KGF or KJP. It's simply better to give the US player the option of how to divide their resources between the fronts.
WaW failed to achieve this due to:
The Hawaii factory. The USA being closer to Japan than Germany/Italy. Japan being divided while Germany is not strong enough.All you need is to not make the same mistakes that WaW did. A much stronger Germany will already naturally force the US player to commit at least part of their resources to Europe.
I did not say anything because did not want to be too assertive but completely agree with @schulz here. I think that splitting the United States into Atlantic and Pacific is a very crude and historically wrong way to have this country going both oceans. It is true that in many games you see the United States unhistorically focusing almost exclusively on Atlantic or Pacific, with at most the choice to go in one direction or the other, but it would be much better to find other less forceful ways to allow that to happen. One way, for example, may be making Pacific into the better choice (by giving value to the Dutch East Indies and having the Japanese Empire being much weaker than the United States, so that the United States can handily win in Pacific using less than half of its total production) but making possible to place only very little in there through severe placement limits especially for ships. Having very low placement capabilities and even production in the West Coast is actually not necessarily unhistorical as back then the western part of the United States was a lot less populated than today both absolutely and relatively to the East Coast, so much so that most ships used in Pacific were actually launched from the East Coast. For sure, Hawaii should not be able to place anything at least at start game.
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On another matter, the new air system seems to be working out well. Four bombers per land territory max, along with four fighters max. I was afraid this would create a GUI problem, but that has not been the case.
The Soviets sent their dive bomber against a German army. Granted, that dive bomber got aborted, so no attack. But I think the real time for the Soviets to push back in the sky will come later in the game. The four plane limit is doing its job of giving both sides a reason to fight for control over the sky. Thanks to @vendetta for pushing me on this.
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Some comments on strategic bomber tech:
In a test game, Britain used most of its round 2 purchase to buy strategic bombers. These were devastating to Germany on round 3. I felt like it was too early in the game for Germany to have to deal with stuff like this. 40 PUs of damage was going too far. That's why I decided to nerf the strategic bomber.
An entry level strategic bomber does 2 PUs of damage (down from the 5 PUs for the pre-nerf version). The entry level has 2 hitpoints instead of 3, and an air defense value of 1 instead of 2.
Britain and the U.S. are the nations with the two best tech trees for strategic bombers tech. Britain's bombers can be upgraded to a strategic bombing value of 5, as opposed to 4 for the U.S. Also Britain can research Window, which reduces enemy interception value by 1. (Can never go below 1.) British and American bombers can each be upgraded to 3 hitpoints. American bombers can be upgraded to have better air defense than British bombers. Germany, Japan, and the Soviet Union can use one star to research an entry-level strategic bomber. Then one star to upgrade it to the final version. The final version won't be as good as British or American strategic bombers. Japan's final version is a little better than the other two.
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America Pacific research screen, round 2.

The primary target for center 2 is fleet carrier. It hopes to build fleet carriers as its special unit. The primary target for center 1 is USA. There are good income increasing techs in that category. For secondary research, one of its centers is focusing on Advanced. It already has Advanced 1. Getting Advanced 2 will let it build both of its special production centers. The other secondary priority is piston aircraft. A lot of solid techs in that category.

Research phase complete. Shipyards tech was chosen at random. It reduces the cost of transports and cruisers. This will be helpful for its upcoming war against Japan. The other tech chosen was wartime production: a good boost to America Pacific's income.
Here is the research screen for America Atlantic

One of its research centers has a primary focus of USA tech, for basically the exact same reasons as America Pacific. The other research center is focusing primarily on strategic bombing tech. It is contemplating a strategic bombing campaign against Germany. Due to a nerf, an entry level strategic bomber has 2 hitpoints and does 2 PUs of damage when strategic bombing. An air defense value of 1. The U.S. and Britain have the best available options for strategic bomber tech.
Long-term, America Atlantic is thinking its special unit should maybe be the Superfortress. Short-term, however, the heavy tank seems like a good idea. That is why it has chosen tanks tech as a secondary focus. Its other secondary focus is advanced, so that it will be able to build the three SPCs it hopes to have.

One star towards Pershing tank. That part went according to plan. One star towards improved subs, as a randomly chosen advance. This is not nearly as helpful to America Atlantic as it would have been to America Pacific.