hi all

still at it here.
made some neat progress in my latest alpha run, this time as New Zealand.
naturally, they start out a little puny. but i've been able to ratchet them up some. i've reached late 1943 with the latest run.
still keeping a list of notes as i go. small-ish stuff and things of note. i'll fix all these things for the next run, reminiscent of the AoI alpha and beta tests.
not much to build for the Kiwis compared to the other positions. i get an infantry unit, 3.7" mtn gun, 25 pounder, some bofors guns, a combat eng, kittyhawk fighters, and vengeance dive bombers.
i'm limited in terms of where i can strike although i've set up a few airbases with an intent to push the Japanese out of Tarawa.
air cover is proving to be challenging for the RNZN. i've had to utilize the air bases with kittyhawks to ensure TRs don't get whacked. have yet to lose any yet. but redlined a few times. us units have provided me some serious air cover also. i saw some p-38s and f-6's take down some bettys.
my rugged kittyhawks shot down a few ijn planes too.
i've got zero naval gunfire capabilities. it is so bad that i'll have to put some 25 pounders on my transports and let'em at it when i'm ready to launch my attack on tarawa. the vengeances are ok but i need to get right up on'em right before i attempt to land.
the techs cost too much in the first era. i'm straining just to get it to 10-15 turns per tech. way too much, needs to be scaled back a little. i mean i'm using every trick in the book to boost science (and other stuff like gold and entertainment, uber mindful of the science/lux slider). i'll probably knock of 20-30% off era1 prices and see where that goes for the next test run. i do not want for civs to lag real far behind in the tech tree, especially since the eras are named for the years. i'm ok with some lag/advanced research but not a whole lot.
japanese had an edge (something like 122 to 80-something) in VPs at end of 1943. allied side isn't really set up to win via VP win condition. so that part is about right. still muddling through my mind what to do with these damn victory conditions...yeah, i have a basis for it but not sure it's going as planned. by this i mean that the Japanese need a staggering no. of VPs 'cashed in' for victory. iirc, i forecasted a very late game win ceiling for them (based off of the total possible number of 'raw materials' created by Japan during the life of the scenario etc etc). so it would take some grueling shipping actions (and protecting said shipping) to even get a sniff at winning. other side of victory condition is the mass regicide component. this mean all king units need to be killed off in order for victory to be won. seems as if the Japanese got to both china factions in my latest test run (
not in debug mode btw). their kings may have gotten killed b/c they were both there one minute (rather, turn) and gone the next. this will be the most pragmatic approach to victory for the allies, to kill off the 4 or 5 japanese king units.
super quick turn times by mid game, something like turn 78. lots of units floating around on this map and i'm only waiting 30-45 seconds or so each turn. my rig is roughly 3 yrs old. super pleased with this part of gameplay. it's smooth, has nice continuity, and surely that 'one more turn' feeling that is a staple of the civ series.
i have not seen much push from the US in the pacific. granted, i can't actually see what they're doing due to non-debug mode. but they haven't taken anything in the pacific. disturbing. i almost have to try and entice the americans to go on the offensive here. hoping to polish this up some as i move along these test biqs. ideas welcomed of course
