Don't have a lot of time tonight, so a very quick post as I want the beta to start ASAP 
DISCLAIMER for the beta version:
- No installation support
http://www.mediafire.com/download/w84wqjs21cv7sbu/R.E.D._WWII_Edition_(v_45)_beta_4.civ5mod
works with Data Files v.5
Select USA for observer mode.
Try various setting as observer:
- Difficulty (that will put more or less units on the map, which impact resources consumption)
- Maginot / Siegfried lines
Post game result in this topic, TIA
Feedback on AI when you play is also welcome.
Change log:
Just a C/P from the dev thread to explain a bit the content of the beta (and there are the great icons by Urzahil too... and 3 crash fixes)

DISCLAIMER for the beta version:
- No installation support
http://www.mediafire.com/download/w84wqjs21cv7sbu/R.E.D._WWII_Edition_(v_45)_beta_4.civ5mod
works with Data Files v.5
Select USA for observer mode.
Try various setting as observer:
- Difficulty (that will put more or less units on the map, which impact resources consumption)
- Maginot / Siegfried lines
Post game result in this topic, TIA

Feedback on AI when you play is also welcome.
Change log:
AI (DLL):
- Every nation use same value (5) for all flavors (testing purpose)
- Tweak score target for cities
- Make defensive Bastion and defend improvements only when they are under immediate threat
- Do not count Air units for Dominance zones (testing purpose)
- Air units should rebase out of cities about to be captured
- Fighters and Attack Aircraft should not bombard cities when they will have no effect on the defense and very small effect on improvements around.
Global:
- Add Urzahil's units icons
- Add Urzahil's German translation
- Add civilizations maps from JFD WWII Leader mod
- Add WWII 3D Leaders to authorized mods list
- Add ZiS-3 soviet Field Gun
- Remove all traits description as they are not all activated
- Change the text on mod initialization to explain the "version number" error: either trying to load on a mac, or using an obsolete version
- Update the turn processing text to show that the mod is updating values after the Barbarian turn
- Restore the "return to Main Menu" button (should not crash anymore)
Europe 1939-1945:
- Make improvements and road/rails visible for all nations at game start.
- Tweak initial buildings list in cities
- Remove Strasbourg for France, update Maginot Line position
- Remove some small soviet cities
- Move Munich, add Essen and Leipzig, remove Passau and Magdeburg for Germany
- Change some population values
- Add troops route out of U.K. in case of near complete conquest by Germany AI
- Add Operation Fallgelb for Germany (human and AI), available only if the Maginot Line is on the map.
- Always place the Modlin Fortress in Poland
- Set friend relation between USSR and Palestine/Egypt, to allow spawning of convoy to USSR via Suez
- Add Mannerheim Line for Finland and Oreshek Fortress for USSR
- Allow Operation Seelowe after succeeding in USSR invasion and if France is also invaded (or has fallen)
Balance :
- Update AI operational and tactical defines values
- Lower Mobile AA combat modifier vs Armor (from 100 to 25)
- Add and edit Army Formations from Artificial Unintelligence mod
- Tweak U.K. and Italy Order of Battle
- Tweak "MotherLand Call" military operation flavors and cost
- Change maintenance cost for roads (free) and rails (2 gpt)
- Tweak ratio between number of cities and total population for units supplied
- Barracks (+0.25 unit), Arsenals (+0.5 units) and Military Bases (+1 unit) can raise the total number of units supplied
- Positive (+1 unit per 100 gpt) and negative (-1 unit per -20 gpt) gold income change total number of units supplied
- Tweak the base supplied value for all nations, based on above change
- Difficulty level now affect the total number of unit supplied (for reference, the difference is around 20 units between Prince and Deity)
- Anti-Air artillery ratio can be set for the AI
- Add specific penalties to Air units under fuel restriction
- Add ranged penalty for land units under fuel restriction
- Tweak flavors values for some units
- Reset all UNIT_AI types for consistency
Bug fix:
- BM13-16 project reference is the BM-13 Katyusha, not the T-34...
- Set upgrade path for Katyusha and Sturmovik
- Add forgotten mobile artillery projects to Germany
- Fix Field Gun size
- Allow Greece to trigger allied victory
- Give French territory to correct player when the AI conquer Paris
- On Military operation, launch Paratroopers from a city and check that it's a friendly city (ie not captured)
- Remove Joffre project
- A bad reference to "close city" could make the map update fail and the following forced diplomacy was not called
- Sometime the mod was trying to upgrade an unit without reference (and failed, loosing any upgrade possibility for that turn)
- Tactical moves priorities should be correctly set from the config file (NewRules.sql) now
Crash fix:
- Prevent a crash that could occur on some computers when changing the number of resistance turns after capturing a city
- Prevent a crash that could occur on some computers when a defending unit is destroyed after capturing the last city of a civilization
- Fix rocket artillery graphical initialization that was causing random crashes when firing at large figures units (like infantry)
- Removed a file from the VFS that was causing a crash when going back to main menu
Just a C/P from the dev thread to explain a bit the content of the beta (and there are the great icons by Urzahil too... and 3 crash fixes)
Thanks.
A small post to explain why v.45 beta is not released yet:
As you know the Germany AI is not performing well in all situations, so I've added a kind of observer mode and run a lot of test games, which, as you may know, takes a lot of time...
Understanding the combat AI is a mandatory step for future version, so in the end this extra time spend on v.45 will be usefull for the "reloaded" development.
Result of those tests were not very good, even after some tweaks to AI related DB values and to the C++ code.
So I've taken the brute way and completely removed some part of the C++ code related to defensive positions: those were causing the AI to put many units in defensive positions where they were not needed at all, penalizing Germany by mobilizing many units far from the front while having to maintain them.
In my first test game Germany invaded France, U.K. and was close to Moscow and Stalingrad in 1945. (without Maginot and Siegfried lines)
I've launched another test game today, I'll check the result when back from work and try to release a beta version.
During beta, I'll try to bring back the removed code with new checks to prevent "bastions" and other defensive positions far from the front.