20 july update
onto atm the building of the unit lines

this is typically my favorite part of scenario design b/c it dictates the tempo of the entire scenario, from game play on down. plus, it's sort of research based. so i do well with assembling data. nonetheless, here is a screen of the first version of US ground units. print is a little small. sorry

squint a little.
only some prices coordinated at this point. they are all tiered in prices (and abilities), just like in AoI.
3 primary infantry builds. US Infantry buildable anywhere. Marines only on islands in the pacific and airborne once the war in europe is over. all "Foot Units" which means they will be able to traverse the non-traversable tiles for wheeled units (eg jungle & mountains). airlifting is something i may want to restrict some for logistical/game play reasons (ie use transports). a limited airlift is ok. so this is why the airborne troops get this (and airdrop of course). 1 movement rate atm (2 for armor). has as complimentary units (ie non-wheeled) the 75mm pack howitzer and also 40mm bofors AAA (consider it infantry support).
worker units will be split up among the three distinct regions on the map. Civil Engineer buildable only in US, non combat unit. Seabee a USMC comapanion in the pacific islands. Army engineers need the Imperialism resource (fka Colonialism, ie non pacific islands and non US and Japan). all "Foot Units" which means they can go onto the jungle and mountain tiles and build roads and rails which would then enable wheeled units to traverse the formerlly non-traversible tiles. the US, by having all 3 of its worker units as "Foot Units", is a nod to the elite level of engineering, consruction, industrialization etc. not all civs will have engineers/workers as "Foot Units" easily avaialable. not sure whether the a/d values for the worker units listed will work. i know game play-wise, they can defend themselves etc. but not sure how it will impact AI build decisions. another wip that i'll be keeping an eye on once i launch an alpha version.
the tanks listed above follow a similar trajectory of the tank stats from AoI. defense values are intentionally low, or to be precise, significantly lower than the infantry-type units that are buildable, in order to give the human an AI
clear cut decisions on what to build : armor is for attack while the infantry units sport the best defensive value (along with a good attack value [but lower than that of the armor]). it boils down to the
raison d'etre of each unit in the game. this means each unit must have a disctinct and clear cut purpose in the game. and it's the player's (or the AI) job to sort out how they may want to assemble their forces. their will be a light tank line (m2 thru the m24) and also a medium tank line (m4 to the m26) that pushes the limits, close to heavy tank (pershings were beasts). of course, armor was not used on the same scale int he pacific as it was in europe. however, those light tanks were useful in the pacific theater. once the M4 became standardized, it was introduced into the pacific. in addition, the evolution of the US medium tank designs were also done with the thought of an invasion of the japanese home islands. this would have surely required the use of medium tanks and basically the whole US arsenal. the "Wheeled" flag, of course, restricts movement to certain tiles that don't have a road/rail. attack values based off of gun size and secondary armaments and to a lesser degree, speed, crew competentness. HP allotments based of of weight and armor thickness.
self-propelled artillery and anti tank guns are next. these are essentially support for the tanks; same movement rate (2), a decent bombard # and the blitz flag. shoot and scoot bonus. note the lower bombard rate of the spa units compared to the field pieces. again,
raison d'etre : armored support. not sure how the a/d values will impact gameplay AI unit building decisions. another WIP note for me. HP allotments based mainly off total tonnage and armor thickness, like with the tanks. these units have the "Blitz" flag. so in all, they're capable of launching 2 bombardments at 1 rof each (compared to field arty which is 1 move total, 2 rof).
field arty - basic 75mm pack gun, no resource requirement and easily trasnportable, so the "foot Unit" tag (and airlift, airdrop). 105mm the medium piece and the 155 as the heavy. had to fudge it a little to make sure all the units are worthy of building (AoI has this model also).
anti-aircraft guns - the bofors is the other infantry support weapon (75mm is the other). 90mm beasts, an attempt to replicate the fearsome German 88. a very good aa gun. M19 is an armored/mobile AAA unit. consider it support for the armor (same speed).
despite the large number of bombardment units, i do not want the scenario to be based off of artillery like in AoI wherein one needs a good pile of arty pieces to take down cities. instead of arty, i want that role to go to aircraft and to a lesser extent, naval bombardment. but, i had to put some base arty pieces into the mix (for historical purposes too). basically, the arty units (field pieces & spa's) will be support weapons to the tanks and infantry.