You're right about the level of detail. I sent a turn to John last night. It took me three hours. That included about 45 minutes to an hour resetting Death Star and the Herd to follow a new ASW TF (forced on me by the AI, as I explained earlier) and then checking each TF twice to make sure the orders were correct. That process was such an agonizing click-fest that I couldn't go through the carrier TFs to reset all the aircraft squadrons from range 4 to range 5 in order to strike shipping at Tarakan. I should have, but that would've taken at least another hour and perhaps considerably more.
I can easily spend four to six hours on turns now. Not uber complicated turns, but regular turns. (I can sometimes flip in as little as 50 minutes to an hour, but those instances are increasingly rare.)
I'm having a blast, though. Part of it is because I love the planning and the unfolding of the plan. To wit: It's been tremendously gratifying to set out, from day one of this game, to weaken the Japanese navy to the point that John couldn't use it. I'm not quite there, but gracious! He hasn't felt able to commit a combat TF to the DEI in months...and only a single one to the Philippines. To play this deeply into the game so that very, very long-term plans are finally playing out is an amazingly fulfilling experience.










