OK, I have a confession to make. I might be autistic, I have these problems EVERYWHERE, including real-life, certainly when I don't mean to. The way I mean it is NOT super angry but more of a boisterous bruiser trying to convince the gang leader to let him brutalize some rival in their territory, who know they are in their territory and expect to get away with it. The BB isn't angry at the leader, but prodding him with a whine and big smile about how much fun it would be to rough those dudes up.
The complaint that the scenario is a chore to play once you establish a defensive line I mean wholeheartedly. I'm not saying you can't have a scenario or any kind where you have to run down the clock. What I am saying, is there needs to be something else to grab the player's attention and make him/her feel like they are doing something more than JUST waiting down the clock. This is a problem NBA had before introducing, I believe it was the Five Second Holding rule, cause without it, it was totally a legitimate thing for NBA players and college players to hold the ball for the entirety of the fourth quarter or even most of the second half and while it worked, the audience HATED it. The rule is there to encourage fast-paced continuous play. Does the second and third act of the Korea war need continuous engagement? No, but it needs something. Invading China is but one thing to do, not for the sake of winning, but for the sake of engagement.
And the Civpedia, I mean the very problem IS that they are alphabetically named by faction. What this means is I, as a player must tediously scroll the Civpedia (and my laptop and mouse sensitivity is a bit finicky) and the Civpedia resets after you click out of the unit. so you need to scroll all over again.
But renaming the units by a nickname, you get more letters of the alphabet to quick search by, instead of 15 units starting with ROK and 30 with the letter U (as in both US and UN) you can better quickkey the unit you're looking at to see where in the order of battle it fits. Also, if you put a fight/bomber note on the aircraft, you give the player a massive quality of life where they can mentally keep track of which airplanes do what they much better. And this isn't just a criticism of this scenario, but all scenarios where units are given via event and not built. Because when they are built, it's easy to look them up through the production screen, if you can;'t build them, it becomes frustrating to try and look up their stats on command.
I don't consider you or the good professor crazy for patching out the rockets doing massive damage to buildings. However, I would like to discuss at some point how this low attack with high firepower versus high attack but low firepower might be utilized in a different context.
The reason I feel I'm owed explanations is actually to try and keep to the spirit of the scenario even when I'm not obeying the letter. Cause there are things that aren't house rules but kinda should be. There was NO house rule about shipping the McClellan unit west and using him to kickstart the goodies of the Western Campaign, but it's definitely not in the spirit of the Civil War. Swarming Washington with US militia units so no Cofenderate attack can breach the walls of DC because they literally drown in conscripts? That's cheese. Because while that could be done in the real world, Lincoln would have had draft riots in EVERY state, It's just in Civ 2 there's no way to simulate unhappiness from battlefield loses.
I need to know WHY things the rules are this way in order to follow them with any enthusiasm. You put up a sign that says "Do not walk on grass," I will walk on the grass when I like and maybe just to spite you. I'm not the only one by a long shot. Show me a picture like this:
https://www.theguardian.com/lifeand...may/08/how-do-i-revive-my-trampled-lawn#img-1
Then I'm like, yeah, that's a good reason. Now it makes sense, now there's a consequence and a context that's not just a threat of punishment, whereas before there was simply a command that was to my understanding, arbitrary. And to prove it's just not me, there's a sign in the unisex bathroom at my church that says "DO NOT FLUSH TAMPONS. $250 PLUMBER'S BILL!" While I don't use tampons, someone needed to be told WHY, because they couldn't readily infer a good reason. And ever since I've been coming to the toilet has never been backed up so I guess the explanation is working.
Also, even if you don't fully document, explaining the AI blunders if you do X is important in giving some insight for newish or returning players on how they might want to make their own scenarios. Cause the unit buying mechanic I would never remember if it was just in an FAQ of scripting options. But having seen it in action in Exodus 1948, I will never forget it. The stupidly broken power of Democracies and Republics didn't dawn on me until I (totally within the rules) became a Republic in Conolies IV and then build the Aqueduct and Sewer System analogs. Bu 1765 almost every one of my Atlantic seaboard colony cities were the size of London. From a design perspective, I don't think anything made as much of an impression on me on WHY coastal batteries are so important in that in the Outremere scenario, I managed to conquer Saladin's lands as CYPRUS by 1203, just from churching out ship after ship. This is also why I'm very VERY insistent that spies have a place in the order of battle and be readily replaceable.
I would feel utterly remiss, not putting these notes in a scenario I made because if I avoid these mistakes, people playing my scenario won't understand WHY things are the way they are and complain or savescum or mod it into cheese in search lateral or historically plausible lateral options.
Cause these are exercises in design. The kind of people who play mods, are also the kind to want to make mods, assuming the obsticles aren't too intense. Why not make it as easy as possible?