There’s a factor no-one considered though. When 3 people play, we usually set it up with 1 axis vs. 2 allies, with each allied player picking a country, and sharing the third. That way coordination is forced, and most importantly: everyone gets 2 turns a round, instead of one player getting three and the other two getting one each.
If Germany is building INF THAT heavilly, then you have lost the offensive against Russia and are trading much closer to the vest as Germany. That means Russia poses a greater threat, and that Germany has to fight harder just to stay in the 30’s for income.
You cannot BOTH build all INF AND trade at the Archangel/WR/Caucuses frontier turn after turn as Germany. Sorry, it just does NOT happen unless MASSIVE dice fracks come into play early in the game (or unless the Allies are playing poorly).
What games are you playing?
I hardly see G trade Arch, except rnd 1, never WRU, and when G starts trading cauc thats bad for allies.
It kinda depends what you are planning for. The IC in finland noway is nice for the US since it speeds up a buildup in europe.
Yet is it vularable to german strategic bombin.
3 ipcs for the UK is nice but if you only use them to reinforce russian lands to help defend 6 inf is just as good as 3 inf 3 arm and you saved the 3 you got from norway. You just have to determine who is the main attacker and who is support.
Now, extra German planes in the mid-game can be a good investment against a balanced, slow KGF if Allies don’t have excess escorts. They already defend where they are almost like 2 more inf (6 IPC), also threaten 1-2 fleets that will need extra escorts, and swap easier on land. Combined with the Japanese fleet coming throught the Med, they can paralyze the Allied moves sandwiched between each of them.
But, that’s not ships, but anti-ship build…