Sorry, that was a fault of mine. It is the Assembly Plant not the Manufacturing Plant which replaces the standard Factory for the German Empire. It was a bit late as I placed my post there.
The costs for both are equal, but the Assembly Plant allows 4 engineers.
Anyway, the missed units are still a problem for me. because that issue persists. As I mentionend before I can't build a battleship and a Jaggernaut either. Might be possible that they are not linked to the Assembly Plant of the German Empire.
I have also a question about how to use a Migrant. I moved the Migrant to another city of my Empire but I was not able to use something like "Join the city"
About that testing: And this is why I'm helping you testing by placing my post there. ;-)
We will have to check the UB of Germany then.
The Battleship requires a specific tech to build....don't remember off the top of my head but like everything else, it is listed in the ViSapedia.
I have had the Migrant working before v3.10 was released.....it wasn't subtracting but would add once disbanded. Now it is working the opposite way
1. Have definately got the "no bombard" bug, though air units are able to do so, which makes for different strategies!
2. Migrants don't seem to work. I have tested by putting 8 in a new urban (4) city. No pop gain when deleted. No button either. Also maybe give option to add hammers or pop in future????
3. Helo's over water can only be attacked by aircraft in bomb mode. Other helo's cannot attack them, nor can adjacent land troops. Seems weird as a bullet not fussy about swimming!
4. Terraforming destroys improvement which seems weird, but the real kicker was that an auto build worker came and built an improvement which stopped the terraforming. Very annoying. Prob need something to stop each type working in same tile.
5. Rapid transport vehicles say carry all infantry, but don't carry bazookas or partisans or commandos (not tried SAM). Maybe need to redefine units?
6. Not a bug really. Aluminium was in only one area and AI absolutely refused to trade it. This makes nearly ALL later stuff unattainable which is silly as Russians make clunkier versions of modern equipment. Aluminium is not the tech driver, indeed they use titanium for some things which is better. Suggest would be better to make all modern stuff double hammers and "half cost with aluminium". This may even be workable with earlier troops (the egytians had crocodile hide armour which was prob as good as copper for their axemen).
1. simply turn it on via the Custom Game options like other Firaxis options....
2. see my notes at top of this post
3. yeah that is weird and reported here, not sure if it is on the Bug Report site list.....we only work off of that list

4. not much to do here because that is UnitAI work, which we have much more pressing issues.....don't automate workers or watch or fix it after
5. units still need tweaking....but I am sure you can find at least one unit to do everything you need
6. resources were reduced to increase the difficulty a bit....not sure this is balanced yet though
Similarly, I was playing Master Victory and all opposing civilizations had capitulated. I was now the leader of the world, but still having to play in order to win. Since vassal states can't declare war on each other nobody can really expand or lose ground very much. Kind of boring at this point, just eliminate my armed forces and go for culture and tech ...!
Use the AutoAI....that is what I just did to finish the last 42 turns of my game.
I just started playing the ViSa mod and I have to say, Kudos for such an amazing reworking of an already stellar game. I love it, in particular, love that there are so many more options of ways to do things in the game.
I do have a couple of issues, though, and don't know if they are just part of how things work that I don't understand.
1) I cannot change religion (state religion). I can found new religions, but cannot switch to them. I have no option to do switching on the religion page, and no list of cities/effects.
2) My religion instantly spreads to new cities I create. Is this because of the Theocracy civic? Or is it a feature, or maybe a bug? I've noticed this is also happening to neighbors with new cities they create.
3) Like others, I have no bombardment command, either hotkey or gui button. Is there something I can do to fix this?
Anyway, just wanted to share that...
1. not sure why, but changing works in my game
2. that is the religion spread feature, a settler will take a random religion from the building city with it
3. again, see top of this post