Western Mediterranean:
Ahh, a sea battle, my favorite. Who knew we would get one in a Spanish Civil War campaign? (Yes, I am learning about the overall topic...)
Recall what I said earlier about this being the scenario which lacks a Major Victory branch in the campaign editor. From what Gabe said, I am guessing that gameplay difficulty is what prevented anyone from noticing this. As with the first three scenarios so far, I am anticipating struggling just to achieve a Minor Victory. [Heh, not even that; see below.]
Wait, what is that? Is it...? Majorca? Yes it is, in miniature, my old stomping grounds from The Disembark of Majorca! (Variable scale is one of the strengths of this game.)
Nice sequence of "Merchants intro[ductions]. Again, I marvel at both the images and messages in this mod.
Well, I can see which secondary objective is going to be the one most likely to deny me a Major Victory: "Sink at least 2 Italian submarines." Sinking submarines in this game is easy ... once they are located! THAT is the hard part.
Of course, instead that is the
first objective that I completed...

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As a matter of fact, I managed to sink ALL the enemy subs, which surprised the heck out of me!
Heh, but I am embarrassed to say how long it was until I realized that the Hawker Spanish Osprey was a fighter, not a reconnaissance plane.
"Through our fingers," eh? My lips were pursed in disdain. Although, I suppose the victory is a moral one, having forced the Canarias to retreat, hopefully for good in this scenario.
One complaint: I wasted a bunch of resources resurrecting a core gunboat that I had lost in a previous scenario, only to find that I had no place to deploy it (to compensate, I loaded from Auto Save because I did not consider it cheating). I know why you do not provide docks — you don't want Republican warships being fixed in ports — but perhaps a seagoing deploy hex could be made available for the entire length of the scenario.
You know what? Scratch that. I have a better idea. See below.
My results:

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As you can see, my problem was in losing too many ships. Also, my last merchant ship made it safely off the map only on the very last turn. The last merchant ship must sail almost faultlessly to make it in time. I noticed that it did not move in a straight line and took an evasion when the Baleares flotilla approaches. Due to time constraint, it was almost a self-defeating thing even if that last merchant ship never even suffered a scratch.
So here are my recommendations, for this scenario does need a tweaking but not as much as what I thought; it really isn't that difficult overall.
First, leave the fleets, their positions, CPs, income, everything as is. Forget about the friendly port or sea deploy hex.
Instead, provide the player with an aux support ship. Or, at the very least, advise him that purchasing one would be advisable but, at 90 resources cost, it would not be cheap. My initial RPs were used up repairing my fleet from a previous battle. So, if this was my scenario, I provide an aux support ship. I like the challenge with just that extra assistance.
Second, realize that merchant ships travel at 2/3 the speed of supply ships, which are not speedy to begin with. Did you realize that the merchant ship MP is only 2? Supply ships and transports are 3 MP.
The Ciudad de Cadiz is a merchant ship, but it starts nearly 3/4ths of the way across. The Blagoev is also a merchant ship but that's not too bad since it begins nearly halfway across. It's the Komsomol that is the problem; it is a merchant ship that spawns on Turn 10 on the eastern edge of the map. And it crawls.
I would make the Komsomol a supply ship (since you call it a cargo ship in the popup message). This would be better for reasonably accomplishing the objective in the number of turns allowed and given the late opposition that the Komsomol faces.
Third,
specify that "Sink the Italian convoy" means just sinking the transport ship. I thought I had to also sink the destroyer which is asking a lot for even two submarines. I would clarify this and, as a matter of fact,
make the mission a bit harder by spawning two transport ships to sink.
Incidentally, I notice that the Defeat message has a blank image. The immediate reason for that is these three images are in JPG instead of the required PNG format:

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But there is something else. I see that you are providing five total image files for the five possible outcomes. However, you only really have two distinct images:

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You can do what you have been doing; i.e., provide 5 images and numbering them thusly:

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But if you really only have Victory and Defeat images (with Draw being a Defeat), then all you need to do is to name the bad one outcome_X_0 and the good one outcome_X_1 ("X" being the position of the human player's alliance from left to right, in this case, the third column) and to number those boxes 0,0,0,1,1 from top to bottom.
In any case, I am not going to play this again, even though I do like the scenario, because I believe the outcomes would be the same. I will nuke through this one.