Just a little update...
I'm done adding all the base land/sea/air units, with their cultural variations, though I still have some Sandris unit packs to sort through and add from. I forgot to mention that I haven't added each civ's unique unit yet, but hopefully that shouldn't take too long. The only possible delay will be if I have to create any of these units.
Before getting to UUs, I have the annoying task of working out how many shields each unit should cost, as I only roughly guessed while adding them, and I also have to decide final attack and defense values/transportation values/movement for all the sea and air units. I'm trying to keep things approximately the same as for the original civ to try to maintain game balance.
I had a bit of a dilemma with air units. I want to give them movement rates but I know that if they are caught and attacked by even land units they will be instantly killed. However, I thought that if someone wants to keep them in a city they still can, as with normal civ air units, but if they want to risk moving them out of the city at least it gives them an alternative of free flight, just with the risk of instant death should they be attacked (unless they're protected by flying 'land' units). This way my gnomish blimp (which is a transportation air unit) can transport units freely and quickly and airdrop them anywhere, so long as it doesn't get destroyed first. This also gives air units an ability to attack land units normally (not just bombarding).
I was going to fix up and finish the tech tree, then preview it, but after spending a couple of hours arranging the 1st era I decided that if I need to add any techs it will have wasted alot of my time to have to rearrange everything again. So if you'll excuse the lack of previews for now, it would just probably waste a day of working on my mod to create tech previews.
Here's what my priorities for the mod are right now:
1. Decide Cost of Units.
2. Decide Att/Def/Trans/Bomb/etc. costs for Sea and Air Units.
3. Go over some Sandris unit packs and substitute any old placeholder units for better versions.
4. (Sigh) Arduous task of sorting graphics for King units. Finding enough decent ones with an attack animation, that look 'Kingly' enough, and then adding them and all their upgrades, then testing them all. Probably about 3 weeks of work, hopefully not more.
5. Work on resources, then apply them to unit/building requirements.
6. Place worker actions with their appropriate technologies.
7. Place other things (such as when civs can trade/spy/reveal map, etc) with their appropriate technologies.
8. Add/change citizen types (the ones like scientist/engineer/entertainer/tax collector). I'm going to add a few and slightly change a couple.
9. Decide cost of each technology and change it, then doing tech blurbs.
10. Undecided... By this point the mod is pretty much finished (unless I'm forgetting something). Then I'll just work on miscellaneous things such as fixing up some graphics and altering the diplomacy text more.
Well, I'd better get to work, lots to do.