Well, what this all boils down to is this
1/ Both Andy and I have tried to explain this without success and seeing how this has been going I do not personally hold out any hope that doing it again will change the outcome
2/ We've been developing this game for 10 years so take it as a given we have a clue how it's all put together . Very rarely are we surprise by something.
but..
3/ You think we're wrong and have the solution
Despite what you may think both Andy and I have already invested quite a number of man hours building test EXE's and investigating this. Tearing the entire code that picks forces apart is not, and never will be, an option.
I can see what you..... "have deduced from my experiments" and what you have deduced about the way the AI picks appears to me to be misleading at best . The AI picklist in winSPWW2 for the Russians alone is a very long and very complex set of commands that runs 1,159 lines of code and is not simply "30% or so of tanks, roughly 45% of infantry, 15% of artillery, 10% of supports... ". though that is a simplified explanation of the end result. The entire set of picklists is a massive amount of code designed to produce a balanced force. What you propose unbalances that and undos hundreds of hours of work simply to get a high points count on the map
Then we get into language difficulties. I'm not quite sure what to make of......"according to a rarity code ratio table you designed". See..... I have no idea if you think we have designed and use a rarity table or that we should. The rarity part of the radio code is there mainly to ensure rare, low production vehicles are not bought too often and common ones are and has NOTHING to do with how much they cost.
Don