I had to use cheat menu again to give the Germans 500 gold. I'm thinking that we need to tweak the munitions mechanism of both parties so that they can't use munitions if they have less than 500 gold. Ideally we'd also add something in where no side can rush build anything with less than 500 either, though I don't know if that is possible or not. In any event, if we have a "floor" of 500 we could simply ensure that both sides always have at least that. I'm also thinking we might want to tweak the Battle of the Atlantic mechanism a bit to try and cut down on Allied fuel. You had mentioned that they need a maximum amount, but maybe we just need a scaling penalty for losing a freighter. Here's what I was thinking: At the start of the German turn we count how many freighters the Allies have, and how much gold/fuel the Allies have. Let's call it 10 and 10,000 in this example for ease of math. Since the Allies possess 10 freighters, sinking each one in a turn would remove 10% of their fuel, or 1,000 fuel. If the Allies started with 10 freighters and 5,000 gold, each one sunk would take 500 fuel. If the Allies started with 5 freighters and 1,000 gold, each one lost would cost the Allies 20% or 200 fuel and so on. This would give the Germans more incentive to focus on the Battle of the Atlantic throughout the game, and would also reduce the amount of fuel available to the Allies, and since it scales, it might be effective throughout the game. Further, it would reward sustained effort by the Germans, as the more they can sink/the less the Allies have available, the greater damage done. I don't think this would be create an imbalance given that the freighters are fairly robust and can be quite difficult to kill on one turn. If we wanted to strive for each unit to be unique, we might have a chance that rounds will 'miss' the targets due to their speed? Maybe 20%, 40%, 60% for the A-20, B-26, and A-26 respectively? Surprise is unlikely but vectoring is the real use of radar as every space I don't waste searching is potentially another one I can attack, and i can set up attacks much better. I don't think it made much difference overall, but it was probably a missed opportunity that helped me. I invested in radar early in the game and was glad to do so. I'm going to have to wait to see what I think when the excel data is available, but my family fell quite ill over the holidays too and I made no progress on anything of value. I do think the planned 109 addition might compel more prop fighter to prop fighter combat in the future versions where we might see Mustangs tangle more. In any event, they are fine interceptors and are having the effect of making me carefully weigh my attacks. I like this idea and agree that we should implement it. We may need to bump up the price as you suggested, if every airfield in England could theoretically produce them.