i hate to say it but i think we dreamed a bit too big for the game engine constraints of civ5. gedemon asserted good foresight in creating unit caps for the game, and the crowding out of the battle space may not technically be in keeping with historical standards of 3rd generation warfare - massed manuever - but it certainly keeps the game playable. the 1939-1945 europe mod is much easier to contain. THis mod simply gives too many free units, flooding the cpu processing, and driving a stake through the heart of processessing time.
over the last week, i've tried to play 5 or 7 games on a older version that doesnt crash on turn5 every time - the one that starts in july 1940. By turn 50 or 60, the time per turn for the computer is aroumd 15-20 minutes. It'd take literal weeks of gameplay to finish a single game (getting to 1943 or 1944) with normal gameplay of a couple hours a night. I felt like such a boob sitting here reading a book while waiting for the turn, especially on the last one as America where aside from a minor naval engagement in the atlantic, i was waiting to move my expeditionary force to North Africa.
Anyway, barring some revultion in processing speeds for civ5 (and I wouldn't totally discount this possibility, R.E.D. removes a lot of traditional civ5 features that should also be removed from the calculations DLL), you need to scale this mod back. Less units that are much more powerful, less production, and a higher unit per turn city cap.
What i've been using on the 1939-1945 in the New Rules SQL is 50 units base cap, and then 1 per city and 25% by population. Germany is able to expand effectively, and Russia produces enough to contest - especially if you start Russia with all of the buildings free at the beginning.
A serious rethink is needed. It's a lot of great work, but it doesn't have a serious future because no one wants to sit through hours of gameplay to get through 5 or 6 turns