From: San Diego, Ca.
I have a feeling it might be related to the overall unit count which was exploding. The British cargoships I was mowing through had unit id tag#s in the 10,000 range. A game on this scale simply shouldn't have so many units. Especially ones that are loaded with 1 cargoship. Again, the scale of things is kind of out of whack.
Maybe a regional version of the scenario could be carved out and still be manageable without blowing up just when things get interesting.
I did get some good enjoyment out of the game, and was looking forward to many more enjoyable turns. There is a gem in the rough here which can possibly be improved into something even better.
Not sure what I'd do specifically to make positive changes, but I think the time scale can be reduced, unit contruction and sft costs increased, movement rates more proportional to the time scale would be where I would aim for. The research rates are not that far off, it's slow and painful and takes shed loads of engineers, (as discussed above) which I guess is also something I'd aim at changing. But in the end, I was maybe a few tics behind the actual world timelines for weapons development. The AI was more behind and as Bombur has pointed out, that could possibly be improved, maybe by AI role scores ?
I wish it wasn't over so "soon"....
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