Hi, so I played the newest version a bit

Fighting on this map is great, though obviously quite sad for Japs, as the mod is more 'historical' in terms of power parity than regular World at War (where Axis is stronger, and Allies weaker than in history).
So below is my take on what might not be working that well, hm. Obviously just opinion, not like I played 5 multiplayer matches against equal opponents etc.
1. Super small note - you might want to note on initial popups and/or mod notes that MPPs are normalised for a longer period. I mean, when something on map display '10 MPPs', it is not 10 MPPs, more like 3. Thus one mine is quite irrelevant. Got me confused for some time.
2. I understood from previous posts that subs were changed with efficient convoy raiding in mind. But... whelp, that feels like a waste for sure. Subs are very hard to kill and quite cheap. They make for excellent... welll, everything. Great scouts. Nice vanguard in front of your fleet. Good at ambushes. And on top of that, they obliterate everything. Hit ships all right, and just tear carriers apart. Regular heavy ships cannot really touch carriers, but subs eat them alive. Thus - why would I send my subs to raid some distant convoy line for handful of MPPs, and they will be forced to submerge and get off the line anyway probably... while they are main fighting naval asset, along with carriers? Terribly powerful, that is for sure.
3.

When Japs conquer Dacca, there is some buggy popup, <TAG blah blah> and another empty one.
Other thing is Ledo spawning units. So when Japs have Dacca and all rails are cut off, India still can spawn (from production queue) 5 infantry corps around Ledo, protecting air corridor to China, hm. Quite strange. I would either block possibility to spawn units at Ledo, not sure if possible, or at least kill this air supply hub when Ledo or Dacca or Dimapur are taken, not just Ledo?
4. Land-land bombers are quite shitty. So in World at War, corps/army costs are 150/250. Here it is 80/160. And taking a single hex is also like 3x less important. Meanwhile, bombers cost full 300. Sure, they can attack twice a turn, but this only means they are dying faster. Infantry corps with +1 AA has 3 defense against aircrafts... and probably has another terrain bonus to mitigate damage. In my opinion, land-land bombers are absolutely not worth it, crippling costs for Japan. I guess US can use them in 43+, while swimming in MPPs, ok, but...
5. Carrier building times are ooof. 12 months for light carrier and 18 for fleet carrier. Basically, US build queue looks like this:

And with unholy amount of Japanese carriers from events, this means that US should not really move until mid 1943. Which is quite sad/bit boring. I understand that assembling these carriers is not a quick task, but this feels like too much. Being US, I would gladly give away 5-10% MPPs for 2/4 months quicker light/fleet carrier building... maybe could be done. Especially as, again, Japan is spitting magical event carriers one after the other.
6. Maybe YES in atomic bomb decision could be obligatory

By mid 1944, Allies should be winning across all the fronts anyway, with crushing might and terrible speed. At least in current circumstances. Not sure why I would throw away 3000 MPPs then, could use them to just win earlier, who needs fat man in some super distant future.
7.

So this is amphibs, I think on tech 4, so tech 5 is another +1. Given how crucial they are in the Pacific, not sure why you did not change cancerous distribution of strength from the vanilla. 6 against hard, while 2 against anti-air, artillery and light armor? Yeah... we again get unbeatable anti-air units or artillery, while infantry corps are destroyed with much greater ease (first takes ~8 amphibs, second 2-3). Maybe it could be more unified.
Moreover, given how efficient battleships are at de-entrenching and damaging units on coasts, and also there are tons of carriers which can help, I believe that 3 attack strength would be ideal for late game amphibs. Amphibs with 6 strength against 'hard' unit type are ridiculous, swarm and kill anything, anywhere. Especially with a big map, so it is not like enemy can have strong setup everywhere (easier in WaW, I suppose).
Ah, and I forgot, when talking about amphibs:
8. I think that amphibious abilities of India and Australia are far too strong. When Allies start to really push, there can be tons (~5 each) amphibs from India and Australia both. If invested in tech, and it is ridiculous not to invest in this tech, they basically double US abilities. And smash Japs rapidly.
9. Battleships with 16 AP is bit too much pain

With 10 AP zone of controls? It is extremely hard to get them to work during naval engagements, to the point of being semi-useless. And I doubt they want to sit in the front line of the fleet formation, being pricey vulnerable to subs/carriers. But then canot reach anything from the back line later, with extremely low speed... hm.
Or maybe naval ZoC could be decreased to like -7 AP, not -10?
Maybe something will help
