New version of the mod
http://steamcommunity.com/sharedfiles/filedetails/?id=557952243
OKW:
Starting fuel reduced from 40 to 0
Panzershrecks cost back to 90
Volks cost increase from 235 to 250
Reducing their fuel to 0 is probably too far in the other direction. Every other faction can make some sort of teching decision within the first minute or two of the game: Brits can get t2 or upgraded squad sizes, Americans get grenades, weapon racks or an ambulance, Soviets can get t1/t2 or molotovs/AT grenades, Ostheer can choose to either get t1 or save up for a quicker battlephase 1. There's currently strategies that incorporate such decisions: brits often get early squad sizes vs ostruppen builds, americans can get early grenades sometimes, soviets can stay T0 for a bit with molotovs or tech up early for other stuff and t2 rushes with ostheer are pretty popular now that MG's are t0.
OKW can now do fuck all. They need to gather 45 fuel to make their first possible tech choice. This means that the only build order diversity you have is going to be manpower based. They don't even have anything to spend munitions on other than mines and sweepers (outside doctrinal stuff like flamers) until they buy a truck. This will make them incredibly stale and predictable in the first 3-4 minutes until they can field a truck. (And probably another 1-2 minutes before they can field much in the way of units) You're also not really solving their teching issues entirely: their panther is still significantly cheaper than the Ostheer one (45 fuel for supply halftracks at most, 170 fuel for base trucks at most, then 175 for the panther. Still cheaper than Ostheer who have to spend 130 for battle phases and then 75 for the structure and then 175 for their panther as well. And ostheer is going to build other tech structures along the way. The fuck you gonna do, increase panther cost to 200+ fuel?
Ultimately, all this is accomplishing is fucking over any and all teching options OKW had and making them super OP.
imo, scrap everything except maybe the veterancy changes.
If you really want to rework OKW properly, put resource conversion on the HQ instead of limiting it to mechanized. (Disable it until they build their first truck, obviously) Maybe increase the effect of fuel conversion to 1 fuel per 3 muni rather than 1 fuel per 4 muni but that may be too good.
No need to completely ruin the flavour of the faction.