I would like to explain the reasons for the following changes.
1. Increase the max German manpower from 858 to 1058.
Most Axis players start to get problems with getting to 75% manpower early in 1942 and to 50% manpower in the second half of 1943. This means that German units repaired will perform worse, especially after getting below 50% manpower.
I think these bad effects start too soon and we had examples of people complaining about German air units suffer equal or more losses than Russian or Allied despite having better tech.
The change to max manpower means Germany will receive 2 extra manpower per turn. It means he can build 3.5 extra corps units per year and maintain the same manpower. This should help Germany getting manpower problems a bit later. It will be more important late in the war because getting below 50%, 25% and even worsr 0% is devastating to the Germans. E. g. building new garrisons as speed bumps with below 0% manpower means they have -2 survivability and -2 quality. It means a 10 step garrison can be annihilated by a single attack. This happened in the real war with the last phase of using Volksturm troops. That happened after 1945 and not from the Summer of 1944 as can happen now.
I don't know exactly how this change will work out and therefore playtesting is very important. If it helps Germany too much then we can always reduce the increase from 858 to 958 instead. Time will tell.

Hopefully this change will address to some point the poor performance of high tech German air units in 1942-1943.
2. Change the organization tech increases
This was done to maintain almost the same gap in efficiency between the Russians and Germans as in the vanilla game without having them 3 tech levels apart. The difference in tech levels is still 2 as before in the BJR-mod. Since the efficiency increase at tech 2 and tech 3 is two more than before it makes it even more important for Russia to get organization tech increases. This means the Russians will have to commit to general tech as well.
This change will also help a bit against the French getting a general to boost their units. Playtesting after giving each major power PP's to build a general showed that the Germans suffered more than before taking out Paris. Since the efficiency gap between tech 1 (France) and tech 3 (Germany) has increased by 4 it almost cancels out the 25 PP's France will use on a 3 leader (yields +6 efficiency). France can sacrificee 15 PP's (a garrison value) on turn 1 to get the 4 leader (+8 efficiency), but that's his choice.
3. Reduce the Russian antitank value from 2 to 1.
This brings the Russian tank levels back to the vanilla game values. The main effect is that the Russian tanks don't have air defense 2 at the start of Barbarossa, but air defense 1 instead. It means they're more vulnerable to Luftwaffe attacks. That should reduce the risk of the Russian player building hordes of armor units to counter attack fiercely in 1941.
4. Siberian reserve
Several BJR-mod players have felt the Russians are too strong in 1941 and can seriously hurt the Germans even before the winter. Some proposed to remove several Russian armor and fighter units. But that could make them too weak for the German 1942 offensive.
One player proposed we could place some Russian units in the reserve and only release them at a certain moment. We all know what happened when the Japanese attacked USA. Then very strong Russian units were sent from the Russo-Japanese border line to the Moscow area to save the capital. So we decided to do something similar to take away some offensive Russian firepower in 1941 without making them permanently weaker.
3 Russian armor units were removed and 2 placed in the reserve. The third armor was changed into 2 motorized unit. 2 corps, 1 fighter and 1 tactical bomber were all removed and placed into the reserve. So it's a substantial number of units Russia can release from the reserve once USA joins the Allies.
All these units were named Siberian, e. g. like 1st Siberian Tank Army to indicate they're units transferred from eastern Siberia.
I believe this change should make the situation more precarious for Russia in 1941 and discourage the Russians from build lots of air and armor units in addition to leader. If they do so they won't have enough corps units to stop the Germans. Since they start with only 4 armor units instead of 7 they need to build many more to overwhelm the Germans. That will come at a heavy price of having too few units to form a good defensive line to hold Moscow, Leningrad, Rostov etc. in 1941.
5. Moved the British motorized corps in Southampton to near Birmingham and added a garrison in Southampton
This is done to slightly delay the time this unit can arrive in France. The extra garrison was added to help a bit against Sealion. In an earlier version of the mod from 3-4 weeks ago we added 2 garrisons. One of these have been removed since the addition of a British leader in London and one garrison seemed to be enough to deter the Germans from starting Sealion without taking a big risk.
By moving the Halifax corps a little further away from the port we ensure this unit won't arrive before the start of Case Yellow and it won't get the benefit of the British leader in London for some turns. But it will arrive early enough to protect Paris if they want to. This change won't have a big effect, but it would prevent the Allies overwhelming Germany in Belgium.
6. Giving at start PP's to each major power that they must use on a leader.
We've reduced the at start PP's for France and Italy from 40 PP's to 25 PP's. This means they can afford a 3 leader instead of a 4 leader unless they "sacrifice" PP's intended for land units.
7. Moved the British corps near Halifax to near Ottawa
This is done to delay the time this unit can arrive in France, Britain or Egypt. We saw an Allied strategy where 4 British land units plus 2 air units were placed in France prior to the Germans attacking Belgium. That meant the Germans suffered heavy losses and didn't take Paris until August. The British lost all their land units so they suffered too.
By moving the Halifax corps a little further away from the port we ensure this unit won't arrive before the start of Case Yellow and it won't get the benefit of the British leader in London for some turns. But it will arrive early enough to protect Paris if they want to. This change won't have a big effect, but it would prevent the Allies overwhelming Germany in Belgium.
8. Reduce the US production by 8
The BJR-mod upgraded the US production quite a bit and the effect was hordes of Allied air units late in the war. That meant the Axis lost the game too early. Now we reduce the US production slightly. It won't have a lot of effect early in the game due to a low US war effort, but late in the war it will mean USA will get 8-10 PP's less per turn. It's almost equal to a fighter and strategic bomber less per year.
9. Reduce the max convoy value by 10 for the north Atlantic convoy and 20 for the south Atlantic convoy.
This should reduce the British income slightly and also the Russian income after Barbarossa. It won't have a big effect early in the game due to a low British war effort.
10. Reduce the at start tech in industry for Russia and USA by 1. Increase the at start war effort for Russia and USA from 3 to 4.
The BJR-mod increased the industry start tech from 0 to 3 for USA and from 0 to 2 for Russia because v1.07 changed the max labs
from 13 + industry tech to 10 + industry tech. If both Russian and USA started with 0 industry it meant they could only build
10 labs when they enter the war instead of eventually 13 or 12. That meant they got far behind Germany tech wise.
A side effect was that USA and Russia got a very high production late in the war helping to the steamroller effect Germany was
crushed by. So lowering the industry level by 1 means both countries will lose about 10% income when the war effort maxes
out. But both countries can get higher industry tech by researching it. So they can counter this loss by building several labs in
general.
The war effort was increased from 3 to 4 to counter the one lower industry tech level. This means USA will get war effort 11
and Russia war effort 10 the first time the war effort increases. it means they can both build a lab. If we didn't make this
change the Russia would only get 9 after the increase and would have to wait 4-5 more turns before building the first lab.
Changes 11-14 have been discussed before.