My proposals are outlined above. To revisit the crucial point, though...frigidmagi wrote: 1: The damn never to be done ever resurrecting issue of the Navy.
It seems some people think that the best compromise between the 1910 crowd and 1930 is to let the 1930 people have their armies and air force and the 1910 crowd their dreadnoughts... save that such completely ignores why some dreadnought advocates called for 1910. It's not that we want 20,000 ton ships carrying 12" guns and still burning coal, it's that we want our surface ships to be able to operate without dealing with players rushing to carriers with the benefit of hindsight. We wanted the dreadnought-type battleship as the undisputed King of the Seas. It's easier to have that in 1910 than 1930, even without a Washington Naval Treaty to retard battleship production.
If you want to reconcile the dreadnought fans with the "1930" crowd, let them have non-Treaty fleets of battleships that, likely, would be fielding 18" guns by now on the newest ships, perhaps even a few concepts for a 20" gun. Then let them have effective AA weapons so that they can hold their own on attacking aircraft so we don't have anyone thinking to jump ahead of the curve by going for fleet carriers now and vanquishing enemy fleets under a cloud of aircraft.
No penalty, but time. It takes time to mobilize. 2 weeks at least I'd think. And that means the other guy is mobilizing too.2: Reserves, how we gonna set them up. For the record I want some sort of front penalty to keep players from thinking they can simply activate their reserves and overrun someone quickly.
I would recommend tying exact time into Infrastructure primarily, with reserve size and territory size playing factors as well. The larger your army and/or the larger your territory, the longer it takes to mobilize.
As for non-mobilization of reserves, limit it to like 10 divisions at a time, with it taking 6 months for the activated forces to be completely combat ready.
I'd say everyone should be generally advancing on all fields from where they start, reflecting the private sector investigating things too, while one can expend industrial points to reflect government investment that "speeds up" this process.3:R&D,what set up are we gonna use.
I'd suggest two systems: combat withdrawal and active replacement. The former requires you to pull the unit out of combat and into a rear area thus weakening your combat power for a time, the advantage is that your unit retains full effectiveness and can be put back into action as such in the space of a month, less if needed (Say every week out of action brings effectiveness up, reflecting that the green troops are getting advice and education from the combat vets). The second lets you restore the division while engaged; the negative is a drop in effectiveness which, in turn, could lead to even more casualties (the US did this in WWII IIRC, simply dispatching individual soldiers to replace combat losses, and it caused problems due to the "green" troops having to learn everything about surviving in combat "on the job", so to speak).4: Rebuilding damaged divisions.
Excellent.At this point we'll have enough to start play.