Thanks for you answers.
1. Although I can't remember or check what Dale had it as in the game, the suggestions I put up had the Crusader as being slightly weaker than the Panzer IV, but also getting an antiarmor bonus, making them closer to even.
Your values : Crusader III Tank; str 22, moves 4.
Ok Dale has increased their value to 24 but the problem here is the moves 4 that makes an extremely big difference.
You didn't answer to justify this speed which is the real problem for a non light tank.
2. Crusaders had wide treads, keeping them from getting bogged down in the desert.
And that justify a desert attack bonus? Well you answer me but I don't feel your argument valid, I definitely feel you miss something and that it's German units that should get some desert bonus.
Additionally Crusaders had a big weakness that German exploited very well in desert Crusader was weak when opposed to Artillery/Anti-tank. German tanks was attracting Crusaders and was going back to a range or Artillery/Anti-tank, against those the Crusaders was lost because they couldn't support their hits and had much closer ranges.
3. Again I can't remember what Dale has it set to, but for me their Infantry started out relatively even to Germany's then ended slightly weaker.
Dale followed your values : Commonwealth Improved Infantry; str 20 , moves 3 , cost 330.
The speed 3 is enough to make them much better than German units (that you gave them same str and higher cost but speed 2 as most improved infantry).
Again you didn't answered about the special speed given which is the main problem.
The second problem is that you didn't consider leader characteristics that make those units better than German units.
I think that moves 2 and str 18 would really be better.
4. Perhaps, I wasn't 100% sure whether it would work well or not.
Well moves 4 is certainly a first part of the problem of AI because it forces it to consider possible this extreme penetration. Moves 5 is just too much.
5. Italian Infantry (again, not sure what Dale has) are considerably weak in my suggestions.
Dale followed your suggestion: Italian Improved Infantry; str 17 , move 2 , cost 300 , +25% vs. Siege Units, +15% City Defense
Well 17 is already quite strong but there's also the +15 city defense. 17 is strong because 15 is the default, for example Japan has str 15 (ok but moves 3 which is again a detail I don't understand). Russian has srt 15.
I think that Italy shouldn't have more than str 15 for improved infantry. That said if there's a balance problem it's not a real problem.
6. Means its more important to establish a whole line of units, rather than just defending one square. Obviously the AI can't do this so I see your point.
Err are you sure? Even with older cultural system I don't see that working well, it seems to me just offering units to opponent. With new cultural system that sort of tactic will just be an error to offer more culture control to opponent.
Also by replaying Desert War I realized how less moves is working well, that gives more sense to a tactic element that the AI was managing well, road protection and road destruction.
I also realize that now some units are faster on roads than on railroads!! The units with moves 4 or more.
I should insist that overall Chamboozer you did a dam good job with those new units.