Vaarna_Aarne
Notorious Internet Vandal
2 years for CV and BB is a massive time constraint and basically means that if you have to use naval warfare, you have to win the first decisive battle. And in case of Japan, probably never lose a naval battle after that one either, since there's only so many simultaneous capital ship productions you can do (compared to basically endless torpedo DD/CL/Sub spam with NAV and air superiority if you want to get meta, which Japan has additional incentive to do because they can actually do that CL part and have mega-torpedoes) with the resources available in Asia while also trying to maintain and expand a land army. And all the synthetic refineries and tech too (though I think the fuel thing in general tends to make Japan a fairly fun campaign choice even in mod scenarios).
This is one thing I think BICE and R56 do manage to improve on, since they have far less qualms about letting the player go off the rails with growing industry, so you're less boxed in with your options. The steel problem in Asia is particularly glaring in Kaiserreich since it's even more rigid on resources than the base game.
It seems to again get to that only Old World Blues has completely nailed resources, by making only one resource (Advanced Technology) limited in availability and it's for a good reason.
PS: Also tech teams weren't good IMO and unlimited research slots were and are a bad idea, blueprints also made tech in general trivial to max. HoI4 I'd say manages to get the best mixture by having that hard limit of 5 (albeit with a little creativity communist USA can get 6) with a fairly large number of techs (especially for navy, there the problem is really just that torpedoes stronk), so there atually is an element of prioritization even for larger countries (design companies add to this, albeit this I think is a bit clunky and the older KR system of treating design company bonuses like military chief bonuses was a better solution; the design company system of BICE is a goddamn nightmare tho). Obviously HoI3 had the worst one.
This is one thing I think BICE and R56 do manage to improve on, since they have far less qualms about letting the player go off the rails with growing industry, so you're less boxed in with your options. The steel problem in Asia is particularly glaring in Kaiserreich since it's even more rigid on resources than the base game.
It seems to again get to that only Old World Blues has completely nailed resources, by making only one resource (Advanced Technology) limited in availability and it's for a good reason.
PS: Also tech teams weren't good IMO and unlimited research slots were and are a bad idea, blueprints also made tech in general trivial to max. HoI4 I'd say manages to get the best mixture by having that hard limit of 5 (albeit with a little creativity communist USA can get 6) with a fairly large number of techs (especially for navy, there the problem is really just that torpedoes stronk), so there atually is an element of prioritization even for larger countries (design companies add to this, albeit this I think is a bit clunky and the older KR system of treating design company bonuses like military chief bonuses was a better solution; the design company system of BICE is a goddamn nightmare tho). Obviously HoI3 had the worst one.