Akkula wrote:What I meant is that your remarks cannot be fulfilled as they are game features. I am pretty sure McGuba had those numbers in this head too.
Personally I think what it makes PzC so fun and addictive is its semi-realism when it comes to strategies and logistics; otherwise it would be a game just for hardcore strategy fans.

Well said by Akkula.

There is obviously a good level of abstraction and simplification in this game. It is not too hard core and boring, but also not too gamey, à la World of Tanks and the like. I guess Panzer General found the golden path between, and its "spiritual successor" just followed the good example, and harvested the crops. We will see how it continues with the next installment.
The movement / time problem indeed exists, but if you take a look at air unit movements it is even more exagerated.
I cannot say anything about the official campaigns as I had no part in it.
As for the Battlefield: Europe mod:
When I made the map in early 2014 I did not want to make it too big or too small. I was aiming at the afformentioned golden path in the middle. And I wanted to keep the vanilla movements for most units, as I assumed that over the years the large majority of players got used to the fact that for example most tanks can move 5 and most infantry can move 3 (which itself could also raise questions if you think it over). The "spiritual ancestor", Panzer General had exacly the same movement speeds for these units, and I guess the creators of PzC decided to keep them for the same reason - continuity. So since I had the movement speeds fixed I decided to adjust the map size so that players should be able to reach Moscow by Dec 1941, which is turn 12. But why is it turn 12, and not 30 or 42?

Because I did not want to make the game too long either, so I decided that it should not be longer than 99 turns. So I just divided the number of the days from June 1941 to July 1945 with 99 and got 15 as a result. That's how I ended up having a 15 days long turn and checked how far the German infantry should reach by winter 1941 and adjusted the map size accordingly.
So the movement speeds in relation to the map size and time scale is mainly based on historical facts:
What we seen in Big Scenarios (like BF and so on) ?
Hex was increase to 45 (?) km.
Turn was increase to 15 days/turn.
So, we have Tanks Unit with Move 5 hex at Turn. 5x45 km = 225 km in 15 days = 15 km per day ? And after moving about 40/5*15=120 days (4 Month !), Tanks need to refuel during 15 days (1 turn) ?
(By the way one hex in this mod is closer to 25 km.)
So it should be 5x25 = 125 / 15 = 8.3 km / day for the tanks. However, I am more interested in infantry movement speed as the bulk of the German army was not motorized, so let's see that one:
3x25 = 75 / 15 = 5 km/day - pretty slow, isn't it?
Now let's see what happened historically! The German army covered about 1,000 kilometers from Brest to Moscow in 160 days (22 June to early December).
1000/160 = 6.25 km/day
That's quite close to my scale, isn't it?
Why so slow?
To start with, I guess the Russian soldiers made sure that their German comrades did not feel that they were marching on a parade. There were some battles, indeed. Then the weather. Then they had to rest. Then there were some traffic jams. And so on, and so on.
Which means in the end movement speeds for ground units in this mod are mainly average operational speeds on enemy territory over extended time.
Even then, especially, since their speed was certainly affected by the above factors, for a time I have been thinking about changing the movement speed of ground units at least on roads. Also, in WW2 tanks could always move faster on roads, their off-road speed was about half of what they could make on roads. This is not simulated at all in the PG/PzC games and I think it would worth a test. For now I am thinking to make most, if not all ground units to use only 0.7 movement points on dry roads which would result in a speed increase like this:
regular infantry: off road movement 3 - road movement 4
slower tanks like KV-1: off road 4 - road 5
average tanks like Pz.III: off road 5 - road 7
faster tanks like T-34: off road 6 - road 8
etc.
Which would make it more accurate historically, even though a 50% increase on roads would be possibly even better. But, again, firstly players got used to the (unhistorical) movements speeds with no regard to roads for tanks and infantry, and second, it is a mistery how the AI would react to it, and how it would affect the existing balance of the mod. But I think it would worth a test play at least.
A possible negative consequence can be that the AI will prefer to use roads much more than now, wich would result in a more predictable and restricted AI. Another consequence would be that artillery and other units in land transports would become even faster, which would result in even more suicidal AI runs. So maybe it should only apply to tank and leg movement. In that case it would actually reduce the number of sucicidal attacks by weak land transports as their road speeds would be closer to that of the tanks and could not overtake them on roads.
A definitely positive consequence would be somewhat faster troop movements, especially in North Africa, where there is no railroad. I think most players would welcome it.