This is a great scenario; I can't wait for the huge version, although I tremble at the though of just how long its going to take for each turn

. Having played through a couple of games now as the Pact and one as the US, I thought I'd share a few observations (in no particular order).
1) The balance feels "off" to me right now in that the PACT starts off very weak compared to NATO. In 1950 I'd expect the PACT to have a significant conventional superiority, but really they can burn their whole army out on turn one and not take a single WG city. Which makes sort of "gamey" strategies seem like the way to go e.g. go defensive in europe and invade China in 1950 (or Persia, also an easy nut to crack once you clear out the border fort).
2) City defences are so crazy-powerful that there's really no way to crack them without massive, massive artillery farms. I'm usually pushing around 20+ artillary tubes and 15 or so range 2 guns by the end of the game. Unlike air power, arty can't be shot down so it's not as volitile a resource e.g. you build a gun in 1950 and it'll still be around in 1965, unlike a Mig-15. Maybe tone down the city defense ratios *and* arty somewhat?
3) Static air defenses e.g. city SAMs, flack, Gophers, don't seem to work at all. At least I've never, ever, seen them shoot something down. On the other hand CAP is deadly. Usually air battles are over in mutual annihilation by the second turn of the war. As the PACT though, I tried to go historical and build up large SAM forces with a smaller air force; to be blunt it doesn't work. Instead I have to build up a very large farm of fighters just to keep NATO from slagging my armies with air power. I don't mnd having to do *something*, but the historical approach (SAMs, SAMs, and more SAMs) ought to at least be a viable alternative to matching NATO 2:1 in airpower.
4) The Lunar Landing great wonder doesn't seem to give 2 techs for free. As far as I can tell, it doesn't do anything actually.
5) For some reason, even when I've developed the techs, I can't build any SS parts. The AI doesn't seem to have this problem, as I get messages that it's added things to its spaceship, but they never show up in my build menus.
6) The auto-build routine likes to build polish infantry. Lots of polish infantry. Which is odd, because polish infantry costs more than a BMP-1 and has lower stats. Is there some way we could convince the AI to build better units instead of spamming polish infantry? It's incredibly tedious to have to stop every 5 turns and change 20 cities worth of production to something useful.
7) Relative industrial outputs don't seem right. SE Asia is turning out units by the truckload, as are Brazil and Central Africa, none of which were exactly industrial powerhouses in this time period. Gutting their productivity would help balance out the oversize NATO in the game and might help keep the overall unit count down and hence speed up turns.
8) Submarines all seem to have precision strike, which makes a mockery out of escorting transports across the ocean. Nomatter how big a stack there is protecting the transport, I can always pop in a sub and torp it. Kind of makes the whole naval side of the game pointless as it all comes down to submarines anyway so why build anything else?
9) I'm not sure I'd call Indonesia a NATO nation in this time period. They were more of an India-style neutral who tried to play both sides off against one another.
10) Building workers from wonders is a good idea, but could we tweak the worker production rate so that bigger nations (like the SU) get more workers/turn. As it stands tiny North Vietnam gets the same number of workers as the SU, which doesn't make much sense. It also means playing as the SU you pretty much have to kidnap workers all over the planet just to keep up with pollution, much less actually improve your tiles.
Overall though, it's a great mod. I just hope 1.6 can get even better

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