1.5 Info:
A word of warning is that 1.5 is significantly different than the earlier versions (should almost be 2.0).
This post is to help bring players familiar with 1.4 up to speed and also serve as a quick guide for those who have not yet tried the scenario out.
Major changes include a larger starting army and also city population does not start at 1 for every city. More cities have at least some improvements. City growth will also be faster as terrain has been modified to be more "food friendly". Terrain has also been modified to be more "production friendly" as well with almost every terrain type having at least 1 shield. This has been offset by a major reduction in production multipliers for various improvements and wonders. Unit costs were also tweaked as well to fit the new scheme.
There are now two generations of infantry. The earlier "post-war" infantry units will play a large role in the early battles in the game. They are cheap to produce, especially compared to aircraft and tanks/mech, are still air transportable, and will hold up pretty well in good terrain or defending a city against an enemy attacker. In the earlier versions, production was such that players had little reason to build infantry that took 3 turns compared to a tank that took 4. I can assure you that with the vast majority of city production in game, that has radically changed. You need to build infantry on a semi-regular basis or risk being run over or not having enough troops to support an offense.
Bombers (and aircraft in general) are not that hot to start the game with as the Bears and B52s are not yet in game. They work reasonably well outside of cities, but it takes work to wear down defenders in cities. Early planes also feature a much shorter range as well. Care should be taken with your early air units as they are somewhat hard to replace and most have upgrade potential down the road.
Work the science improvements when you can. You will certainly need them for the second era if you are to keep up the pace on developements. Minimum turn for a developement has been increased from 5 to 6 turns to better fit the time line of what is going on. The space race wonder that was set up to give you tech that any two other civs had has been changed.
For building your military, a balanced approach is needed. You need lots of infantry for cheap, but effective defense and help on offense, mech for primo defensive work and tanks for offense. You also can use bombers and artillery to help reduce enemy positions and also fighters to contest air space and a navy to either project power or protect your coast line. Ignore any of these at your own risk. In general, especially early, it will cost you in troops to take things. You will simply pay a price and there won't be much that you can just roll over with ease. One other thing to mention about aircraft is some of it has been designated as "carrier based" and does not have the transfer mission available to it.
Communications in the game has also been changed in that ports and airfields no longer count for purposes of linking various areas for resources and lux items. This means when planning an overseas campaign, you need to also take into consideration what resources you are going to get out of it as well in that local area or your basic build list will be pretty short. You will get a minor wonder that will act as a communication link with your capital, so use some thought on where you are going to place it.
Some quick position by position summary for several positions:
US: Still the big dog on the block. You have an even larger naval force to work with, including two heavy cruisers and two Iowa class ships. (Iowas will upgrade later to become even more disgusting). Most of your fleet strength starts in the Pacific along with some significant amounts of troops. You have several options with these troops and can consider a strike against some of the remote WP cities along with paying China a visit. You no longer have a foothold in Korea. Cuba will still be the usual tough nut to crack, especially since you have to build a navy from scratch in the Atlantic or you can send your Pacific units around to work over Cuba as well. Either way, expect a hard fight. You must also pay attention to what happens in Europe or see the WP possibly get out of hand.
WP. Lot of changes for the WP. You start out in a much better position as you still enter the game in Golden Age. While your lack of population from the earlier version wimped this advantage out, version 1.5 gives you a lot of population to work with. The early feeling of the WP will basically be one of power. You have a nice fleet of bombers to work with and a good pile of T-34 tanks backed up with the ability to build a nice tank. The big changes for you are that while you do have a fleet to work with and everyone else that does not like you has some fleet additions including things that like to shoot 2000 pound shells at you. You also have a lot less friends in the world, including the fact that you might wind up in a war with the Chi-coms. Another issue is those WG cities are going to be a lot tougher to crack, because they now have population in them, so even if you knock the walls down, if they have enough population, they still get their defensive bonus and the German units remain some of the best quality wise in game.
China. Still a regional power, but very weak against sea and air attack in the early stages of the game. You have some options on what to do including attacking your "friend" Uncle Joe, trying on SE Asia, hitting India, or trying Vietnam out. Do not underestimate Vietnam. While only a 4 city Civ, they are a very tough nut to crack and you will suffer losses trying to take them out not to mention being tied up there.
Western Euro positions. Any of these are fun and again, you have to look at going to the aid of the WG or face being "next". Good to run one of these if you don't want to mess with one of the larger positions. The UK in particular has a powerful army to start with and their fleet is a lot stronger at the start of this scenario. One trick to getting the planes from the Fauklands to a more useful position is to have a carrier drop off its plane and then head down far enough to do transfer missions.
All in all, this version has a lot of new stuff to offer and plays quite different from the earlier versions. I do plan on making a multiplayer version of this game along the lines of the earlier version, but it will be a couple of weeks before it is available.