*RELATED SUGGESTION*Is it possible to scale airbases so that when an engineer builds a field it starts out as lvl 1, "Forward air strip" or "Unimproved" and then you can use the build airbase option to expand it from there (this would be great for existing bases also, but obviously lots of work).
My reasoning is that very, very few airbases in WWII could handle B29s, but in PGX any base can, even airbases built in 1 turn (3 days) by engineers. Not only can B29s or other heavies use such an improvised base, but literally hundreds of heavy bombers can use it all at once.
Pacific General started to address this kind of issue with it's distinction between "dirt" and "paved" airfields.
The "dirt" airfields could only support the unit directly located at the airfield hex.
The "paved" airfields could support, in addition to that, the 6 adjacent hexes.
My memory fails me about if "dirt" airfields supported Level Bombers or not.
From PacGen manual:
"Dirt Airfields
In addition to Paved Airfields, there are Dirt Airfields in PACIFIC GENERAL. The effects
of the airfield are that air units can only resupply when ending a turn directly over
the airfield, and cannot receive replacements from the dirt airfield."
The article on Level Bomber class neither mentions they're excluded from using "dirt" airfields.
Probably my memory just reminding they should have been.
From a much more recent example, the Order of Battle series, comes another way of dealing with the question of Airfield size.
Actually, we can also mention (some e-files for) Open General for using the same principle, and I believe, prior to OoB.
Hangarization!
The Airfield is treated as a unit with the capability to have "containers" - term used in OG - that is, a unit that can contain other units.
In the case of Airfields (and Carriers) we call those containers "hangars".
Making the number of containers variable (to the custom designer) or even addable (to the player/AI) allows for representing different Airfield sizes.
Typically one container may hold one unit.
In PGX, not exactly so, as Carrier capacity is expressed in number of strength factors, not direct number of units.
All in all, in the simpler analogy possible, I'm talking about treating Airfields like "static Carriers".
But I believe "static Carriers" may turn out to be (even) more complex to implement than the mobile ones...
v768 Match 1 Turn 31
Turn 21 UK declares war on Spain.
Turn 24 The usual Turkish blunder. I deployed an AD on Soviet held road.
After thinking a few seconds decided to not giving it up or double back to a previous save.
War with the USSR. Finland and Romania, at war with the USSR, join the Axis.
Soon after Greece declares war on Turkey. Italy, at war with Greece, joins the Axis.
Turn 30 Norway declares war on Italy.
Germany:
Norh - number of enemy naval assets scouting the area has been increasing.
West - advancing from Strasbourg on Metz with a second column on to the southwest.
East - with Poland already without Warsaw but yet far from conquered, Germany was caught totally unprepared for war against the Soviet.
Even so, as I usually try to keep some production in reserve, there are already a few newly purchased units backing those that had reached Wilno in their attempt on continuing towards Minsk. And the first east front naval units.
Turkey went from 1 to 3 fronts.
Syria - advance continues.
USSR - early stage advance. Only contact with enemy by submarine entering enemy port.
Greece - advance on first continental objective found it unguarded. Same at Cyprus.
Spain:
UK raids at Mediterranean coast.
Gibraltar taken. Transferring units to Morocco.
Dense fighting at French border with many low profile units on both sides.
Finland:
Not a match for the USSR. Pair of bombers is causing great damage at Viipuri, the only objective defended by multiple units.
Even so, the defenders have been able to reduce an attacking KV-1 to strength 4.
Romania:
Romania has a sort of supply "blind" zone (Northwest) and the Soviet are advancing there.
But near the coast it seems they are able, at least, to hold the local Soviet units. For now.
Italy:
Already attempting landings in Greece as AI with little, if any, success.
Employed unsupported Tanks against AT in objectives.
Trying to re embark back as many as possible but some are already out of fuel.
Began purchasing fleet for naval attack on Malta.
R/D
Germany invested 2 in AD.
Spain carried 2 invested in AT from AI.
Italy carried 4 invested in AT from AI.
Two possible unit errors.
Clicked prompt and game carried on.