* I noticed that "Hide certain units in the combat report" (Esc) doesn't have a "next" button.
When you press OK, the next "page" appears (at the top, it says something like page 1 of 12). You can't combine choices and checkboxes in the same text window.
* Is it possible to reset the food on airfields each turn so they don't grow and we don't get the "required for growth" or "this is now in disorder" messages? There's not much benefit to them gaining size.
I've been noticing that, too, and being annoyed with it. I have some daylight airfields that are relying on urban squares for a bit of extra production (or, even railtrack squares). It would be fairly easy to cycle through the airfields and take away their food (maybe leaving half a box, so that they don't immediately starve if a square gets covered, or something). If we want all airfields to be at size 1 that's fine, but I'd probably like to do it manually via a key press, so that I can make sure I won't have units disbanded.
Another consideration we might have is instead of having German army groups increase the spawn rate, we could have factories in France do this instead. I think you only start with a handful and probably aren't keen to build too many more within easy range of my attacks, but maybe if each one west of that gray line would allow a train per turn, it would make sense? That would potentially give Germany up to 14 trains per turn--20 if we say all "western" occupied lands--, which is far more than they have now, but it would also allow the Allies some "soft" targets (I can't imagine a factory at Calais sticking around for more than a turn). In practicality, you might only want to build 6 in France (which is about as many as could be supported without allowing the Allies to attack from base, at least early). You'd get 7 with Aarhus. Holland and Belgium are pretty soft targets in my mind as they can easily be attacked by bombers flying outside of radar range.
My initial thought is that if I think a factory will stand for 3 turns, it is worth putting 2 trains into it in France, which might create this weird dynamic where factories are routinely restored and destroyed in France. Perhaps the bonus would be technically worse than the current one, but it would make the game seem kind of bizarre.
We'll have to see how that plays out (I might need to extend the "railroad to nowhere" SE of Paris and link it up near Metz AF, and either swap Paris' RR Yard to the south or potentially even add Dijon or Nancy as cities, just so there are 3-4 routes out instead of 2).
I was also thinking we might need some extra railroads, and maybe a Rhine crossing near Friedrichshaven.
Also, when you shoot down my bombers near Wilhelmshaven this turn, see if any escape into the night, or if they are all one shot. I haven't seen a bomber of Gareth's disappear in awhile and I'm wondering if maybe he has a point about increasing their stats somewhat, but I could just be on a tear.
They escaped into the night from my fighters, but I didn't use rockets. When the stats were balanced, veteran units didn't create veteran munitions, so if you're attacking rookie stirlings with vet 110s, I can see that being a problem. I'm pretty sure I made it so that munitions could be chosen to not to be veteran in the settings, but I don't remember if the distinction could be made for the day and night. I could give the rockets a failure rate at night, or make it so that bombers can't be killed in a single shot from full health, or something.