Uhu wrote:- There is a Soviet partisan unit north of Liverpool (possibly from some student change program left ).
Yeah, it has already been reported and fixed for the next version. It is just too easy to accidentaly place a unit and not to notice it in the editor in such a big map with many other units present.
- It was really annoying, that a Churchill IV spawned out from the already fully occupied zone, south of Birmingham at turns 41/43/45 (several reloaded games, possibly a triggered appearance).
I will look into it.
- The new naval mines around England should be set up, that if a major British town is already captured, no new ones appear. It was also a little annoying, that my ships got "encircled" by a new mine and it was hard to get out from it, because of the ZoC. I think, it is realistic, when the British homeland is invaded, there are no resources to build new minefields.
On the one hand it does make sense, but on the other hand it also makes some sense that the British try to disturb the ongoing invasion by placing even more mines in the supply routes. The British were very effective in dropping offensive mines from night bombers.
Oh, and an idea...
After seeing the really good TV series "The Man in the High Castle"
http://www.imdb.com/title/tt1740299/, which background story is, that Germany and Japan conquered the USA, I could imagine a continuity in this campaign.

Let's say, if the player makes an early DV (for example till end of 1943) and most of the capital ships of Germany and Italy stay intact, than an invasion can be initiated in middle 1943. Hmm, what about McGuba, will you make it? I can assist.

Corrected: "middle of 1944".
The world is not enough, huh?
I think it is a great idea, but it would take a lot of time to make it. As a sidenote, unfortunately technically it is not possible to add another outcome in the editor as it only allows five outcomes in a scenario and those are already taken by the mod (loss, draw, MV/USSR, MV/UK, DV). So this extra scenario could only be added after a normal DV and not as you described. Also, I would not restrict the players like that as I think most players cannot even achieve a DV, so if it was only possible after a "Super" DV of yours there is a risk that only a selected few could even get there. And what's the point in creating a content that no one, or just a very few can enjoy?
As for the idea itself. I also really like alternative history and it already plays a large part in this mod. Invading the US is still a bit too fantastic for me, given that the Allies needed some two years to prepare for D-day and they only had to cross the English Channel and not the whole Atlantic Ocean. Even than they had some great supply problems early on. They faced a similar problem against Japan, so they decided to start an island hopping campaign to get closer and closer to the Japanese mainland instead of a direct assault of Japan earlier. But when it comes to the North Atlantic there are no such islands which could be used as forward bases, there is only the vast ocean between Europe and the US.
However, there are some examples for successful long range invasions in history. The UK's recapture of the Falklands in 1982 was such an operation, and even though it was at a much-much smaller scale, it was a real logistic nightmare, and at some points it almost failed. Also, many of the ships which participated in the Torch invasion in 1942 came directly from the US so they also had to make a long journey. So basically it is not
absolutely impossible, just very highly unlikely.
From a gameplay point of view, though, I think invading a large landmass like the US from two sides would be less interesting than the war in the European theatre. IMO what makes the current mod interesting is the much varied gameplay: the Axis invasions in any possible directions and the Allied responses and counter-invasions at various places at the same time. These invasions and counter-invasions can create a much diverse gameplay as we experienced it. In contrast, the supposed invasion of the US would be quite simplistic with the Axis invading a large landmass from two directions and hopefully capturing most of it in a rather linear gameplay. So I think we need to come up with some great ideas to make it more interesting than that otherwise it just does not worth the effort.
On the plus side, it would be quite interesting to play around a bit more with those late war/experimental German units which only become available in the very end. And most of those unit icons are already made, so it would not require much time to add them. Also it would be a nice touch to possibly use bebro's excellent Japan units as Axis aux units in a mod like this, alongside the Wehrmacht.
On the technical side, the creation of the European map took me like two full weeks when I was out of work for a while, and that was only the base map which was corrected and improved since then many times. (I suspect that creating the map of North America at the same scale would take even longer as it is an even bigger landmass.) Only then came the placement of the units and adding the scripts which is actually still an ongoing process for some two years time. So we are not talking about some small scale side project.
Not to mention that currently I only sporadically work on PzC, mostly updating the Turan campaign for the BE v1.6 standard icon- and unit-wise and I also add a few things now and then to the BE mod in preparation for a future update. If we are here, I can hint that I do not expect to release another update for BE until Soviet Corps comes out as ideally I would add a few extra units from it to this mod. (If they will be released in a free patch at all.) So I would like to finish these two first before starting another project. If I start to work on too many things there is a chance that none of them will be finished.