Here is what should be the final update.
It's April 1967, (turn 61 of 135) and I just captured Quito, the 101st city objective (from the starting position of 34), which granted me a decisive victory. At this point, I didn’t see the advantage of continuing till the end as it seemed very unlikely the Pro-Eastern faction could change the course of events.
For the duration of the game, the Pro-West was at war with the Soviets, Pro-East, Chinese, Europeans and only briefly at peace with the Neutrals. From August 1960, I remained at peace with the Non-Aligned and didn’t attempt to reverse this position as it didn’t suit my purposes.
America, besides the support of two operational carrier battle groups (one in the Mediterranean/Red Sea and the other in the South China Sea), was used primarily to fund Nationalist movements and gift primarily air and some ground units (in the form of Early Jets, F86 Sabres and M-26 Pershing’s).
The following is a brief recap of my main operations per region:
Central America: After capturing San Salvador and San Jose, I didn’t attempt to expand any further and just successfully fought off the occasional Sandinistas rebels or Pro-Eastern revolutionary groups.
Caribbean: After consolidating Port-au-Prince and amassing a contingent of Western Infantry, artillery and F4U Corsair’s, I captured Kingston, which itself served as a spring board into South America. The infantry and artillery were built and supplied by Canada, along with the Freighter which was used to transport them. The couple of F4U’s were gifted by the U.S.
South America: As I indicated, after capturing Kingston, I quickly launched an operation into Colombia by capturing Barranquilla. From there, with the aid of a few extra Nationalist troops raised with American aid, I swiftly went on to capture Caracas, Bogota, Boa Vista, Cali and finally my 101st city objective of Quito. The whole operation probably took no more than 6 or 7 turns and was accomplished with no more than 17 units in total.
North Africa & Libya: Casablanca, Oran, Algiers, Tunis, Tripoli remained under my tight control during the remainder of the scenario, and the peace was only disturbed occasionally by Pro-Eastern revolutionaries.
Egypt: The much anticipated Egyptian revolt never occurred within this timeline and as such I was able to maintain control over Alexandria, Cairo, Port Said and even added the city of Asyut to my control.
After completing my capture of North Africa, Libya and Egypt I didn’t need to send additional troops to bolster their defenses.
Middle East: As mentioned, after capturing Syria and Iraq, I initially moved south into the Arabian Peninsula but because of my temporary peace treaty was limited to conquering the cities on the coast, which I did all save Aden, whose access was blocked by large numbers of Non-Aligned troops in the vicinity.
Once war resumed with the Neutrals, I was able to complete the conquest of Saudi Arabia proper. In addition to an initial small force of tanks, artillery, Mideast Infantry and F4U’s deployed from Syria; this operation did require 5 or so U.S. sponsored Nationalist recruitment drives to secure the area as it was rife with Neutral, European and Pro-Eastern forces. The whole operation was equally supported by my U.S. Mediterranean carrier group which I moved to and operated from the Red Sea.
Turkey: Once the Arabian Peninsula secure, I decided to refocus my attention northward and bring Turkey into the Western sphere of influence. As I mentioned previously, there already was an air war going on in Turkey and Iran with the Soviet air force and that would only continue to escalate.
As this operation brought my forces into more direct contact with the Soviet forces, it required more direct aid either through the gifting of U.S. units or through Arms purchases.
Like my support for China in the early stages, I would say the operations into Turkey were probably the ones that required the most aid to be able to sustain them. By the end, I had managed to capture Istanbul but lost it to a fierce Soviet counter-attack and as such, I would need to provide even greater aid to the region if I was going to lay a solid claim on that country’s historic city.
South Africa: After securing Swakopmund and Windhoek, and noticing that the opposition in the area appeared to be relatively weak, I decided to launch an aggressive campaign across the entire southern continent and as such between August 1960 and April 1967 I went on to capture Beiria, Harare, Lusaka, Ambovombe, Lilingwe, Pemba and finally went all the way up the coast to Mombasa in Kenya.
I was then targeting to capture the cities of the African Horn when I captured my final objective city.
Of all my operational regions, South Africa is the one that require the least support of all. In the entire game, I only bought 3 M-26 Pershing’s for the region as the rest of the operations were supported by South Africa itself. In particular, the African Nat’l infantry were of great assistance, as they were 2.5 times cheaper than Western Infantry to build yet possessed the exact same abilities. Otherwise, Bloemfontein and Pretoria’s factories provided the necessary air support in the form of F4U’s and Spitfires to dominate the battlefield.
China: After securing Qiqihar, and thereby the defeat of the CCP, I gradually extended my operations into Mongolia and by the end of the scenario managed to conquer all three Pro-Eastern cities of Nomonhan, Ulaanbaatar and finally Khovd. The main Soviet opposition, in this area was manifested through air power and a few armored units, which required me to maintain a somewhat regular stream of air and armored units, primarily F86 Sabres and M-26 Pershing’s.
South East Asia: In the meantime, Soviet activity near Urumchi gradually subsided, perhaps because the AI either ran out of air units in the area or was tired of its mounting losses. In any case, the respite allowed me to refocus my efforts in the South China Sea.
Most of the forces, that would take part in the operations, N. Asian Nat infantry, artillery, F4U’s would be provided by the factories of China itself, though the U.S. carrier group would aid in eliminating any Pro-Eastern forces in the region.
The first step would begin with the conquest of Hong Kong, which may have taken 4 or 5 turns. With this base secure I was able to move into Manila in the Philippines and then all of Vietnam. Finally, I captured Singapore and Taiping in Malaysia.
The following is a series of observations and possible recommendations for you to review:
FINANCIAL COMPARISONS on April 1967:
Pro-West
Treasury = $171,934
Tax/Science/Luxury Rates: 50% / 50% / 0%
Income to cost = $3,479 to $861 for a surplus of $2,618 per turn
Research Rate = 1 tech every 18 turns
Owned 11 tech from an original 6 (3 gifted by the USA)
USA
Treasury = $53,838
Tax/Science/Luxury Rates: 0% / 80% / 20%
Income to cost = $12 to $1090 for a deficit of $1078 per turn
But with Pro-West Proxy credit of = $3150 per turn - $1078 = $2072 surplus per turn
Research Rate = 1 tech every 6 turns (with at least 14 techs still to research)
Owned 26 techs from an original 13 (Civil Rights Act granted for free)
Soviet:
Treasury = $5936
Tax/Science/Luxury Rates: 30% / 50% / 20%
Income to cost = $738 to $1054 for a deficit of $316 per turn
With Pro-East Proxy credit of = $50 per turn - $316 = $266 deficit per turn
Research Rate = 1 tech every 11 turns
Owned 20 techs
Pro-East:
Treasury = $3129
Tax/Science/Luxury Rates: 40% / 60% / 0%
Income to cost = $35 to $13 for a surplus of $22 per turn
Research Rate = 1 tech every 1094 turns
Owned 7 techs
West vs East revenue ratio:
$225,772 / $9,065 = 24.9 times greater
With such a huge income disparity, it’s hard to see how the East could ever come out on top in any scenario where the human player controls the Western Bloc (be it in MP or SP).
The great source of the Pro-West power is its form of government, i.e. Poxy Nation (aka Fundamentalism). Not only does this type of government establish complete happiness in your cities but it generates huge gold surpluses at the same time, with its main drawback being very low science output (which I don’t believe is a huge concern as its research tree is much more limited than the US one).
As a test, I tried to switch the government type to Developing (aka Monarchy) on 2 save games, i.e. the starting turn April 1947 and my final turn of April 1967. The only adjustment I made for these 2 saves was the luxury rate (from 0 to 20%) and the number of citizens required to make certain none of the cities were in unrest and right away we can see that this power went from huge gold surpluses to minor deficits:
Pro-West as a Developing government
Stats for April 1947:
Tax/Science/Luxury Rates: 40% / 40% / 20%
Income to cost = $372 to $477 for a deficit of $105 per turn
Research Rate = 1 tech every 15 turns
Stats for April 1967:
Tax/Science/Luxury Rates: 40% / 40% / 20%
Income to cost = $950 to $1001 for a deficit of $51 per turn
Research Rate = 1 tech every 5 turns
The consequence of this change would make the Pro-West much more dependent on establishing trade routes through the Freight unit and probably direct American financial aid to be able to purchase arms.
It would reduce its productive capacity because it would need to support more units but this could be offset by increasing the minimum units that a Monarchy can sustain which is currently set at 3 (up to a maximum of 8).
3 ; Monarchy pays support for all units past this (max 8)
It would certainly compel it to spend more of its resources on happiness improvements which were previously used for building units.
In my humble opinion, this would certainly be much more in line with the actual economic and social reality of these Pro-Western nations of the time (rather than the more utopist workers paradise where everyone was happy and flush with cash).
TECHNOLOGY RESEARCH and the TECH PARADIGM:
This section is more devoted to the American side as I haven’t played the Soviets to date, though I suspect they may be afflicted with the same research limitations.
If I’m not mistaken I calculate that the U.S. can research around 48 new techs during the game. As I indicated above, I researched 12 by turn 61 and currently have a research rate of 1 tech for every 6 turns. Given that there are still approximately 36 advances to discover I would need 216 turns to research them all, which is somewhat problematic given that there are only 74 turns left.
As I indicated above, my science slider is set at 80% (the maximum allowed). My 39 cities combined possess 34 Primary Schools, 21 Universities and 9 Research Labs. My nine largest cities are producing a minimum of 200 science beakers each with Boston, NY and Chicago producing 554, 412 and 355 beakers by themselves and roughly a fifth of my 450 citizens are set as scientist. In essence, there is little chance that I can improve that rate any further.
On the other hand all the techs included within the scenario were historically introduced within the time period and as such should be available. So why the disparity in terms of the research time?
Basically, I believe you’ve set the tech paradigm too high at 400/10. If it was your intention that the player be able to research most if not all techs then I would recommend you reduce the paradigm to 200 or 250, which should reduce the research rate to around 1 tech for every 3 or 4 turns respectively throughout the game.
INTERNATIONAL vs NON-INTERNATIONAL PORTS:
I like the concept behind these ports as I find it very realistic. The only caveat I have is with regards the transport costs between the two types. In my game, I basically shipped at least 99% of all my arms to international ports thereby bypassing the great majority of transport costs and when needed used freighters to move my newly acquired units to nearby hotspots (assuming I shipped close to a hundred units to the Pro-West that represents a huge saving of over $50,000 credits).
As such, I would recommend you boost the transport cost to at least half that of the non-international ports.
THE AI FIGHTER GAP:
As was reported earlier and you will notice in the attached casualties excel file, the AI powers built very few if any fighter units at all, thereby facilitating my ability to achieve local air dominance in most of the conflict regions.
The Soviets, who started with 10 Yak-9’s even seem to have disbanded these fighters and though they researched both the Jet Fighter I & II advances built none of these units. Paradoxically, after discovering the Air transport tech they built 57 Cargo Planes!
As discussed, it seems, in this regard, that all the AI powers will require some assistance from the events file to restore some equilibrium in the all important fighter war.
Finally, similarly to what Tech reported, the swamp tiles at 219,39 and 220,40 near Thunder Bay are preventing Freight units from moving along the road network between eastern and western Canada.
These are my personal recommendations for making what is already a great game into an even more challenging one, at least for the Pro-Western faction. As usual, feel free to use as little as much of my feedback as you deem appropriate.
In addition to the excel file, I’ve attached the final turn hot seat save file along with the two modified sav. game where I converted the Pro-West power to the Developing form of government.
I will wait for your feedback on your intentions moving forward before I attempt to play as the Soviets/Pro-Eastern factions.
Truly inspiring scenario with some amazing concepts and features implemented!
Congratulations to the both of you!