@Frostion Makes sense. Again its not a huge deal on my part, and I would obviously play with whatever iconography is chosen. I grew up with Castle Wolfenstein and played plenty of games like that. Usually people find the idea of killing Nazis pretty agreeable when they are always the adversary haha. Aesthetically the nationalist symbols of the period are all interesting to me, not just the Futhark mystical stuff by G, but all across the spectrum including what was done by the West, or the Soviets, or in the Far East too in promoting their own ideologies, so its not really an issue for me personally. I think in general I prefer the Iron Cross convention for tripleA though, and like how its used in Iron War with green for the Balkans and white for the Pro-Axis neutrals, in addition to the German one on the red field. I see the dilemma with trying to use a single resource for all the specialized national units. Because as you say, you don't want them to do double duty. The only way I can really think of to make it work, is to concentrate the resource into just a handful of high value territories (like the national capitals). I think doing that you could have a similar cap in functional terms, but then the resource becomes less interesting as a map feature.
Just getting ready to play my first game of the new version for a couple hours. But real quick, about the AA gun. I agree that it is not a desirable purchase option compared to aircraft. I don't mind that the AA is always on (either here in land or for the Cruisers etc on the water). I liked that feature of AA fire in the older A&A games, because it gave the player some way to defend against or deter players from using air transits. If there is any strategic value coming from the unit right now its that, because you can use it to block air paths overland (the way cruisers can in the war) to give the opponent some headaches with their fighter/bomber transits. It's also the only unit that can be captured by ground.
I don't know its always been the oddman out in the unit roster. I've never particularly liked it myself and would rarely purchase them in the older A&A games, except to cover a newly purchased factory from SBR, or when they were used for a rocket tech advance, or something of that sort. Put the fact that they are like the only unit that moves exclusively in the non-combat phase, I think they are always causing me more headaches, rather than thrilling me with their unique abilities haha. In the newer games, the combat AAAgun is made pretty redundant by the factories and bases having built in AAfire, and the fact that they can be stacked in combat still doesn't really make much difference to me from a purchasing perspective, I tend to use only what I'm given at the outset, and rarely buy new ones. I don't know perhaps with a new set of abilities or a different cost structure I might do it more often.
Anyhow, enough rambling for now. Gotta fire this thing up and check it out! Will report back in a few
Using TripleA_18.104.22.168.5060, I like the new resource modifier layout of the launch UI.
ps. OK into the 4th round. Decided to play as Russia and British-India vs the Hard AI, so I could check out the units and the music. So far I really enjoy the new fuel system. It just feels more intuitive and less cumbersome, and I feel somehow encouraged to buy more tanks lol.
The Dutch just set up shop in Iraq, so I'm trying to back their play in the Middle-East with the Soviets and British-India. Just crushed Finland, but will probably have to absorb a fairly large Axis push coming in the next few rounds here. So far I dig it!
By far the biggest new challenge to wrap my head around is the steel cost for Artillery. The remainder purchase is changed quite a bit, since now the base units are all 10s or 20s if you want to spend without using Steel, Fuel or CR. I suppose you have the 5s in there if you want to expand production for 25 or build the AAgun for 15, but basically its dealing with the 10 spot for regular income.
Entry into the Air at 20 PUs seems fine, since its definitely a harder decision to make if its 2 hitpoints on the ground vs 1 in the Air. Though I do sometimes miss the 18-19 PU spot for Fighters when it comes up at purchase. The Commissar at 5 is nice though, since he helps flesh out the remainder purchase for the Russians, but that one has a cap so its limited for the remainder thing. Speaking of the cheaper units, one thing that happens to me a lot with Colonials, is that I'll blast through the select casualties screen during combat and end up losing more infantry than I probably should since the default seems to be for preserving Colonials over Inf, even though Colonials are weaker on defense and cheaper to replace (they should probably get knocked off first.) Not sure if there is an easy way to address that one, for now I just need to pay more attention haha. But yeah, mainly its artillery Im thinking about right now. Probably will come in handy if I'm steel rich but fuel poor during the endgame, and then just buy a gang of them at once haha. Having fun! I'm sure I'll keep it going into tomorrow. Again, killer job on the latest!