My copy of the FW book says that FW comes with three new triggers,
including the TRIGGERATTACKER one, I don't know if that means it
isn't in the Scenarios version.  This Scenario doesn't actually NEED
this trigger anyway as it would if you had the lines Attacker=ANY etc.
Try replacing TriggerAttacker/Defender with the appropriate nation for
the sake of simplicity.

Would AA guns be able to attack air units as well as defend against
them? Bear in mind that they would not only be used to defend against
say, bombing runs, but would also be able to attack the same bombers
if they were 'between turns' (finished moving one turn, but not yet had
second) to represent AA batteries shooting bombers either on their way
to targets further past the lines, or being thus able to block flight
paths.  e.g. adv. bomber has move of 12, therefore it can travel 
between cities up to 24 apart. An AA battery in the right spot could
make a serious difference.  BTW, I just checked, and it'll only affect
bombers. (no copter units)  Also, it seems that they only exist to be
shot at, so why have a move in the first place? Speed isn't important 
for them unless they're shooting planes. Besides, your AA-specific
units can only attack ground units <grin>.

Change the Game Options so they don't have the tutorial - it's just
irrelevant as far as I can tell.   :)

Fortress ...oops!!! You forgot to make them obsolete, so anyone can
build them at any time!!!!! (and so cheap too - only 10 shields<grin>)
The computer catches on you know, in the second turn I found it
building some.  (I always begin a playtest using cheat mode)

Is it such a good thing to have settlers costing 10 shields and
engineers at 20? Of the 7 tribes, 2 are expansionist, i.e. given half
a chance, they'll build new cities.  These two are the French - caught
between masses of troops - no serious problem, and the Allies - most
of whom can't expand, but they've sure got the potential in the South
East corner!!  Maybe it doesn't seem serious (long long way away) but
if railroads are built (and they can be) it'll be near instant! With
the roads they can get there pretty fast, and with roads costing 1/4
not 1/3, they'll move a LOT faster over time.
Basically, having Settling units that cheap means that there's going
to be a BIG Allied power base over in the direction of India, not the
sort of thing that I remember happening, but I never studied that
period.
Another problem with large expansion would be the city names - you
haven't provided a city names file, so any new city will use the
default ones - interesting for the Turks and Neutrals. <grin>

Don't make such a big deal about land units and the x2 v air flag. It's
offputting, and IIRC I showed you how to fiddle units in the first
place, which was in the last six months, and I reckon CIV has been
around for a tad bit longer.  Therefore, seeing as even I had thought
about this (just never used it because I didn't think it appropriate
for any unit - you showed me how to change the icons since then.) 
I reckon that others had too. NB first official use would probably
be the T.I.G.U.R. in the Hoddad Invasion Scenario. Then again, it
had everything.

Don't knock the Homeguard Unit - decent cost for such a good unit.
I know that it has the same stats as a musketeer unit, but musketeers
are still pretty good.  At the start of the game, units attacking
homeguard have a fairly major problem.  There's loads of them dotted
around the center of the table, all fortified, in those horrible
fortifications, and usually on defensive terrain to boot.  I played 
Axis and found that it could be INCREDIBLY expensive to eliminate even
one unit.  I ended up building advanced bombers and only using those.
They can be even worse inside a city.  I've had the most powerful units
I possesed lose sometimes versus these little gits.  I found that it
just isn't worth attacking any city with a ship. What's the point? You
only lose.  And as attacking units improve, homeguard can be replaced
by better things.  OTOH. I don't think that there was all that much 
shore bombardment in either World War - ships mostly attacked other
ships, so it makes you wonder about the point of a fleet at all. 
Transport? Only really important for the Allies, because they can't
airdrop units anymore. Everyone else is on the same landmass and just
builds hordes of Engineers (true) and Railroads everywhere.

BTW, your notes document says that the only difference between Regular
Infantry and Mech Inf is speed. Mech Inf actually have a Def of 8, 
against Reg Inf's def of 6. (not so much picking holes as wondering
what you intended)

I'd say that the V2 Rocket wasn't particularly expensive for what it
can do.  It's fast, so just build it in a productive city - takes 3 
turns, fly it over, attack. Total time of less than 6 turns for a unit 
that will kill anything almost as well as a single nuke strike, and
far cleaner (attack=20? FP=20? Surely this is just as good as a nuke
bar the detail that it will only kill those on the target square)

I believe that Copenhagen isn't spelt 'Copehagen' - typo? I could be
wrong of course.

It appears that, while effective against Early Bombers, neither sort
of AA gun is particularly effective against the more advanced types - 
so says Gwion, Commander of the Axis Air Force (who knows this detail
from personal experience - yahay)

While the vast swarm of Axis subs is certainly impressive, they aren't
exactly useful are they?  I mean that they don't pose all that much of
a threat to shipping, at least, not until you develop rockets.  Whilst
playing Axis, I lost far more of my sub fleet than the enemy did of 
theirs - I doubt that it was much of a nuisance to the Allies, because
the only type of ship that I stood any chance against was the 2unit
transport ship.  Killing these scarcely made up for the vast numbers 
of subs lost - 2 turns after the Allies declared war on me, my fleet
of 25 subs was reduced to 5!

From version 2.2 (pre-release).
