Eric_A, did you pass the turn to JustusII?
I've been thinking about some other game play items.
I think you may want to consider turning on "retain culture upon capture" for cities. Many of the cities get crippled when they are captured because many prime resource sites are outside the reduced culture zone. I suppose that the capturing player could take the time to build a temple, but given the limited time frame of the scenario it doesn't seem all that practical.
When the Allies recapture the cities, they too are crippled by the reduced culture zone.
I'd suggest that the culture zones around all cities represents the geographical administrative area each city would control in real life. Thus the surrender of Singapore would result in all the territory formerly controlled by that city state to revert to the conquerer (which would be first the Japanese, then later the Commonwealth).
I also think that the tech cost for some of the techs are out of whack. Counterinsurgency and Submarine warfare cost 120 while other tier 1 techs like Advanced Construction cost 70. Tier 2 techs like Advanced Flight and Motorized transportation (which I would argue are FAR more beneficial techs) are cheaper at 110.
Counterinsurgency is a virtually useless tech (in my opinion) as the only benefit is a unit that can stealth attack guerillas. I wouldn't waste limited tech research time to get that unit. If it was a cost of 50 I might research it because it would only take 2-4 turns, but at present it takes about 7-8 turns of research.
Submarine warfare offers a useful unit (and strategic option) in the Advanced submarine unit, but its a steep tech cost to get there. The real gem (in my opinion) is the Anti-submarine Warfare tech with its ASW aircraft. The ASW aircraft make for very useful scout units. But the way the tech tree is setup there is virtually no way for this tech to be discovered until the later half of 1942. My suggestion is to make the ASW tech available from the start and not link it to Submarine warfare. Also eliminate the bombard value of this unit and make it cheaper (say 70 instead of 80). Thus a player would build a few as scout units to search out suitable targets which followup units (torpedo bomber / bomber / dive bomber) would attack if they are in range.
Divine Wind is way overpriced for the limited value of the Kamikaze unit. The unit range is too short. It should be at least 6-8 tiles (as these where based on Zero designs. Also at a rate of fire of 1, they can't do enough damage to sink anything whereas in real life a single kamikaze could and did take out ships. I think the RoF should be 3 or 4. You also need to change the stealth attack setting to reflect ALL naval vessels. Units like Attack Transport, Destroyer Escort, Light Carrier etc. are not included in the Stealth Attack list.
This is also true for PT boats as well. A PT boat only has stealth attack against a transport, not an attack transport. (You can bet that you won't see any transports dodging islands in Indonesia from me.....)
I hope the feedback helps.
Misfit