I've added my first map to TripleA under experimental. It's a minimalist version of ww2v4.
I'm looking for thoughts on gameplay and balance. Here's some of the questions I have, and that more experienced playtesters than I might be able to answer.
Production before combat means that you're encouraged to leave 1 unit behind to defend every territory, and that capturing high-value territories that will be recaptured is more about denying them production next turn than for immediate production. This combined with the lower map IPC means less units being made.
Japan and Britain have tight production capacity if they want to build many ground units without building an additional factory. Does this interfere with gameplay?
All the units have been recosted to be cheaper, but some have been discounted more than others, the biggest gainer being the Cruiser (12->8). Are they balanced relative to each other?
Old-style transports. Do they feel out of place?
Both the Eastern and Western front feel more "important", so to speak, with the values in the Germany-Russian front being higher relative to other territories, and Japan easier to pressure on the mainland. Is any significantly more important than the other?
Russia lost its submarine. While historically inaccurate (russia had a small naval force, represented by the submarine), does it lead to better gameplay?
To simulate the NAP, Russia is able to stack 7 infantry on R1. Is actually doing this better than pulling the infantry west?
Heck, on R1, Russia can even attack Japan with 3 infantry against 1 fighter 1 tank. While the IPC count is unfavorable, is it ever worth doing this to set up a British attack?
sniper: Is Russia's unique unit balanced? It feels to me like something that is not very useful early, but very useful late.
Starting with three bombers, Germany has a number of potential attacks on G1. Do multiple options feel viable?
Germany has three major fronts: Atlantic, Russian, and African. The intention is while the Russian front is obviously the most important, it's at least viable to fight on all three of them. (The Atlantic front more in terms of Bombers than ships.) Did I accomplish this?
tiger: Germany's unique unit feels very powerful to me, but the AI never buys it. I've nerfed it twice already in testing, how is the balance now?
trig: This is more of me messing around with support attachments and multiple attacks than a serious unit. Still, is this remotely balanced? It feels overpowered, despite costing two entire turns of IPCs.
Factory buy or no factory buy? I hoped both options are viable, but this might not be the case.
Is Japan's lone transport as much of a must-kill on U1 as I think it is?
The UK can sacrifice its pacific navy to pressure Japan and prevent pearl harbor. Is it worth doing so?
raf: How's the balance on UK's unique unit? The raf-CV pair feels to me useful but not OP. I haven't been able to make use of its land defense except in a human vs human test game where it flown to Gibraltar to protect an American bomber.
Japan is the only faction with kamikaze aircraft. Is there any strategic things that result from this? (I couldn't find much.)
yamato: As with every other unique unit, I'd like to ask how the balance is on this.
America can fight on the pacific or Atlantic front. It seems to me right now the dominant strategy is "Counterattack Pearl Harbor, then completely ignore the Pacific." Is this correct, and if so how might I be able to fix this?
superfortress: This unit is actually slightly less efficient at SBRs compared to a regular bomber. That said, I don't think America needs something more efficient than the bomber at SBRs. Is this unit at least usable?