The balance for tech cost is a problem because there is a limit in the cost of the techs. But I will work more on this.
You wish the late game techs to take more or less time to research?
Thanks man! Actually, now that I have played more, I'm not as concerned about the tech cost issue. My point was that once you get to WW1 era, new techs develpoment slow down a lot in relation to game years. So in the later eras, the game units aren't usually up to date (especially if there are weaker AI civs they will have very old units).
BUT, looking at this from gameplay balance perspective, I think the current tech costs actually make the late game more fun, as you won't be able to rush the late techs very easily - that gives you more game turns to spend with each tech level and extends the late game. I don't know how the balance would work with a very small civ though. In my current game I have a big 30-city empire on large map, and 2500 beakers per turn let me study once atomic era tech every 9 turns.
But now with more experience, gameplay wise, I think the current tech costs are pretty nice - but like I said I wouldn't know if that would be the case with a small civ.
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Now then, I have a couple more things to report:
*City states seem not to develop better units after early industrial era. Actually, in my game, they do not develop gunpowder units at all, and no ships above ironclad era. Hence the CSs are very weak and easy for any enemies to conquer. (look at the picture to see my point)
*Artillery vs naval units doesn't feel right; the normal artillery unit makes 1 DMG vs an ironclad SotL... On the other hand, self-propelled guns do much more damage on ships. I think that's fair but the regular artillery should be able to hurt ships at least
a little.
*For Germany at least, you are able to upgrade Panzers to Heavy tanks even if you haven't completed the heavy tank project. As for building them new, the limit does work.
*Also the game should have a limit for super heavy tanks (2 per civ) but the game seems to let me build more than that. At least, after I got the two tanks from completing the SHT project, building new ones isn't greyed out.
*EDIT* Paratroopers and commandos only have scout promotions available. In other words, they only have the 'survivalist' and 'scouting' promotions available to them, no military promotions whatsoever. Is this intented?
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Then a couple of questions, if you have the time to answer them..
-Is there any way I could see all the different civ's unit skins, or unit pictures, without actually playing the mod up to any given era?
-Would it be possible for you to make the aircraft flying animations faster? To me it seems the general 'Faster aircraft mod' only works on certain planes, but not on must that appear on this mod.
The animations on your mod units are sp beautiful it would seem like a waste to have to use 'quick combat' just because aircraft animations take too long. Like when the AI uses 25 aircraft on a single turn... You see the point
Thanks, Hulfgar, for your fantastic work! I really feel like you should be getting paid for it!