I guess to summarize, I think this map works really well for a style of gameplay that is closer to a 4X solo or 4X multi type thing than the more typical 1v1 A&A game. The map scale, the sheer number of factions, and the new resource concepts and such all lend themselves pretty well to that sort of thing I think. All it really needs for that is some recommended or default challenge settings in the game notes, so the new player has something to shoot for. The play balance is necessarily somewhat different PVE vs PVP, but I think it works.
Right now these are top 5 things I would suggesting having another look at.
- Transport Capacity
The whole game hinges really hinges on transports and transport capacity. It is the single most significant thing delineating the play pattern on this map after the factory unit/production spread. The difference between transporting 3 hitpoints vs 2 hitspoints is hugely significant. As it is now, you can either transport 3 units (if only inf, art, aagun), or just 2 units (if you bring along a mech or tank unit). This has the effect of making tank type units much less attractive as a purchase option, esp since they already compete with transports directly for the steel requirement cost. I would either cap the transport at 2 units total, or else allow the transport to carry 2 inf + 1 tank for parity. Mass transport actions are pretty OP at the moment, so my first instinct would be to reduce the capacity to 2 units total, but then the cost of the transport unit is almost prohibitive and there may not be enough hitpoints moving around to actually threaten amphib actions. A reduction in cost to just 1 steel per transport might work for that. Otherwise though I think it may be simpler to just raise the capacity of the transport to allow for 3 inf, or 2 inf + 1 tank type.
- Production Capacity
The factory unit in this game is my favorite unit, I like its relatively low cost and the fact that is destroyed on capture. But it is very vulnerable to bomber actions, since it is possible to nerf factions entirely out of play by eliminating their ability to place units the following turn via SBR. The smaller factions and factions limited by just 1 starting factory in a key spot like UK are particularly vulnerable. I would suggest allowing Inf units to be produced by the Victory City rather than the factory unit. Basically factory produces heavy equipment and the VC produces inf. This would have a number of benefits I think for the playpattern and is pretty simple to get your head around. It preserves the idea of high value industrial spots that are viable for housing a factory and building tanks and ships, but also allows a way to remain in the game when factories are dropping left and right through bomber actions or smash and grab production kills.
- Mech
I think the Mech unit should cost more. Its the most powerful mobile ground unit in the game and pretty overpowered at a cost of 12. If keeping the costs of the other ground units the same, I would at least suggest a cost of 14 PU, so that it is more expensive than SP Artillery at 12 and Tank Destroyer at 13. But honestly Mech is a way more effective unit than the Light Tank, and a better buy in most cases than even the Medium Tank. Its cheaper than the tanks in PUs and considerably cheaper in Steel, but allows you to drag a second hitpoint into the fight, which is huge! If anything, I think the mech should cost 2 steel and the light tank only 1 steel, just based on how potent the ability to shift infantry can be. That's the main one I'd say, the Mech balance/cost since its the principal unit that shapes the big-push drives overland.
- Unit Spawns
I do like the sub pens and air bases, and the basic concept of unit spawns per turn, though its pretty powerful over time and kind of unbalancing. I think perhaps it might be more interesting if they were nation specific rather than by side, or perhaps if each nation had a unique/thematic unit spawn so each felt a little different? The air transport is a pretty niche unit. They are interesting, and fun to try and use when they're around, but rather than spawning them continuously from airbases as a way to encourage their use, it might be just as well to simply add a handful of air transports as starting units in out of the way locations. Or maybe instead you might have a spawn concept for each of the "big 6" player nations Germany, Russia, Italy, UK, Japan, USA that is unique. Perhaps Germany=Subs, Russia=Tanks, Italy= PT Boats, UK=fighters, Japan=Destroyers, USA=Transports or something of that sort? I don't know just a thought, but it definitely gets pretty wild over time as those units stack up. The air transports have a fairly high fuel cost so moving them around can be kinda cost prohibitive as the game goes on. Another idea that I liked, but which may not be feasible, is unit spawns as a randomizing element, or having something like airbases or sub pens, but which produce a totally random off the roster unit each turn and then give one of those to each faction so that there is always something unique going on there for each game. I think it might benefit from something like that, especially for the smaller factions to be more relevant, where its like sometimes they maybe get a tank or aircraft or ship out of it and that gives them a different edge, or a surprise each turn basically. That'd be cool
- Turn Order
Right now the turn block that has India, French Colonies, Anzac and KNIL feels like its missing a big player to define the action there. I think the intention of the grouping was to organize a miniblock vs Japan more on the pacific side, but the view orientation is going to jump around regardless and the weight of the block just feels a little light since they are all smaller factions there. Meanwhile the grouping that has USSR, UK, France, British-Colonies, and South Africa feels a little heavy/long by comparison, esp since USSR is such an involved turn usually. Maybe it would work better if the British block all went at once, and the French block was paired with the Soviets instead of being split up? (I already think French Colonies is kinda redundant, but maybe if it followed right after France it would be a little more interesting and I'd be less likely to always forget about Syria lol.)
Also its really potent for Japan to follow on Italy's turn, without a major faction coming between them to disrupt Axis coordination there. The way its set up now, Italy is just too strong, and its too easy for Italy to cause headaches for Britain by themselves before the Americans can do anything about it. This is especially consequential for D-Day or controlling the various naval approaches via canals/straights. Having the Britain block follow the Italy block would fix that. I think a better turn order not too dissimilar might be something like this... even if it alters the current balance slightly it's better to address the turn order exploit first I think and then balance off those conditions...
Block 1: Germany, Balkans, Finland
Block 2: Soviet Union, France, French-Colonies, KNIL
Block 3: Italy, Iraq, Iran
Block 4: Britain, British-Colonies, South-Africa, British-India, ANZAC
Block 5: Japan, Thailand
Block 6: USA, China, Brazil
Having French-Colonies and KNIL going with the first block of Allies would signal the fall of France/Holland as a theme and fits the 1940 start date. Having Britain go after Italy (instead of before), also allows a way for both sides to disrupt can-openers and fighter landings, which are otherwise pretty OP in the current set up. It also has the advantage of all the British factions moving in the same block just for consistency and thematic unity. I think the importance of the Middle East and sub Saharan Africa to the play pattern is somewhat outsized on this map, but perhaps a change to the turn order would go a little way towards correcting that, since it'd put Britain between the Italy turn block and the Japanese turn block, giving it some more strategic significance, instead of feeling kind of like an afterthought to the Soviet turn as it sometimes does in the current. Soviet turn is already pretty solid, and having France follow it directly along with French-Colonies and KNIL would still give that player position broader scope (with a few ships to play with and whatnot), but not quite as involved a turn as when it also includes Britain and British-Colonies which are larger factions. They'd fit better in the second Allied player position, which would conveniently have all the Brit themed gang going together.
A blocking like that would make each slot feel more like a full player, like where each block could conceivably be controlled by a separate player in a 6 man, or 3v3 team match, where each player block was at the same basic scale. Without anyone getting bored from not having enough to do, or from not having enough of an impact on the overall game. The second Allied player/block on the team has a bit more to do across theaters, which I think is good, because that player needs to review the whole world map anyway. But geographically paced out a bit there.
Block 4 or the British player block is basically a full map survey though, right at the mid point of the game round. It covers the entire empire at a go, but each of the British faction turns is fairly short, so I like the idea of having them all together, since I think it would make the gameflow feel better there. Might actually be a good player for someone new to the map, since the play from those factions is a bit more guided in terms of what to do. It might help the resource exchange too, since the follow up is more immediate and makes the resource exchange between them and the Soviet player block kinda interesting. France, French-Colonies and KNIL would be pretty fast turns and easy enough to manage from the Soviet Block I'd think, while still retaining similarly global feel for that player grouping too. But including Britain, British-Colonies, South Africa all together with the British-India, and Anzac turn would be clean and easy way to streamline the whole thing. It would also put that player block more on the scale of the others for an easier division, into teams say, or in the case of multi. But anyway the British turn would just feel less disjointed I think that way, and give a smoother play pattern between the 6 major player blocks.
There are some other peripheral things I'd look at or maybe tweak, but after the last few runs those are the biggest that stood out to me as pretty key.
ps. I still think the most interesting things about this map beyond the production spread, are the D10 combat and high cost of infantry (at base 10 PUs) relative to everything else. Its a fun departure from D6 combat and low cost infantry (at base 3 PUs) that most A&A games are built around. I just really like the idea of a large complex map with a complex unit roster, but which is otherwise a pretty simple game in terms of rules overhead, with a total war start and where every faction is working in more or less the same way. The number of factions (esp the smaller factions) might make it seem a little daunting on the Allied side, but I really think having all the British factions move together in a single turn would help with that.
I was looking at the starting unit balance, particularly for Italy vs British-Colonies, but also having French-Colonies and KNIL as part of the Soviet/France block, and I think the turn order change suggested above would work fine without really needing to alter starting units. It'd give a bit more strategic depth to the Italian opening turn, since it introduces more of a naval dilemma in the Med to have the Brits and British-Colonies follow Italy rather than going before. There'd be more pressure on Italy's opening attacks and more danger in the follow up since it allows Brits/Brit-Colonies to disrupt before the USA turn. I think it'd work better for Gibraltar balance as well for that reason. Also, having French-Colonies go before Iraq is helpful for the opening balance on Trans-Jordan. I also think it might also make French-Colonies and KNIL feel a bit more unique and interesting to play if paired with Soviet-France turn where they'd feel more independent as opposed to just an extension of the India-Anzac turn.
So anyhow, that's sort of my big idea for now, putting all the Brits together in turn block 4. I think it'd look more orderly at the launch window too, since it distributes the play blocks a bit more evenly throughout the game round that way, when the British factions are all together. I actually think some of the smaller factions aren't really necessary and could be folded into each other or into the larger factions but that's probably a bridge too far. Having a bunch of little guys does kind of burden the play pattern with a lot of can-opening and fighter landing exploits though. They also kinda limit the purchasing choices that might otherwise exist for a larger faction spread across the same build spots, since you don't have that tension between sacrificing in one area to bolster another, when each area already has its own economy/turn. But since the unit graphic work for the little factions is already done and the current play balance is kind of built around the idea of huddling-up with the little guys for a group defense vs larger forces, I think the ones that are already here like British-Colonies, South Africa, French-Colonies KNIL, Brazil etc are fine, but would be nice if the French-Colonies went with France in the Soviet turn block and the smaller British factions were all grouped together in the next turn Block to present as a more thematically unified thing.
Each of the Axis turn blocks feels good, there is plenty to do and the main faction usually has half a dozen moves to make in a given turn to keep it interesting. The Soviet turn feels similar to the Axis turns in scale. The USA turn not so much at the outset, but they scale up as time goes on and eventually feel like they are on the level of the major Axis players. But that middle turn for Allies feels like a struggle. I think with Britain and British-Colonies leading it, it would feel more on par with the Axis turn blocks and Soviet and USA turn blocks.
Basically a big 6 split: Germans, Soviets, Italians, British, Japanese, Americans. Basic order, which is already familiar from AA50 and such, just with more smaller factions added in to spice it up. But you'd have that kinda touchstone within the turn order to help anchor the other new stuff that might be less familiar, like resource management, the production scheme, D10 combat, move-before-purchase phase etc. But yeah, that's the order I like most, and I think could work well for the current unit spread and starting positions.
- Germany (Balkans, Finland)
- Soviet Union (France, French-Colonies, KNIL)
- Italy (Iraq, Iran)
- Britain (British-Colonies, South Africa, British-India, ANZAC)
- Japan (Thailand)
- USA (China, Brazil)
Any thoughts on doing something like that?