Forgive me if this is in the wrong place, but I wasn't sure where to put it. Do you want recommendations (not exactly feedback) in the modpacks forum as well?
In any event, one of the tragically underutilized concepts in ALL of the civ 4 universe is the global council resolutions. In Dune Wars, somewhat ironically, I never get elected and so I do not not the full scope of resolutions. Based on the poor choices made by the AI (again, in every mod and base civ this is an obvious problem), there doesn't seem to be any unique resolutions. Just a few ideas:
1. Increase and/or decrease the global efficiency of terraforming (i.e. replicate the effect of adding or subtracting Reservoirs of Liet). This would, for example, allow a block of pro-terraformers to take control of the council and allow them to terraform faster.
2. Increase and/or decrease the financial bonus of each spice resource. If you design it so terraformers have significantly fewer available spice resources and the value of each spice resource is very high, it may make sense for them to reduce the global benefit.
3. Increase/decrease the cap on the number of homeworld units you can buy. Maybe increasing the cap means each unit should be more expensive, and vice versa. Thus, if you voted to increase the cap, you could recruit 50% more units but the cost per unit increase by 75%. Likewise, if you vote to decrease the cap, you could recruit 50% less units but their cost is also reduced by 50%. The thinking is that perhaps in the early game you would elect to reduce the cap so you can better afford the units, but as economies develop you could elect to either repeal the resolution, or even try to get the cap expanded...
4. Provide Combat 1 to all homeworld recruited units, but increase the cost of each unit by 25%.
5. Increase the global worker work rate by 25% but impose a flat 5% tax per turn.
6. Double the diplomatic effect of religion, but also provide a global 50-100% increase in trade route effect. In other words, much stronger trade with your religious brothers, but further alienation (and a likely loss of trade routes) with heathens.
Incidentally, I very much like the homeworld recruiting idea. I just think it would work better if the units available were unique. Each faction's primary source of their unique units should be the homeworld recruiting system. That is to say, it should be more credit efficient to buy them there; you can ensure this by making the hammer cost disproportionately high.
In addition to providing each civ's unique unit, the homeworld recruiting system could also provide a couple units not buildable but available to all. They should be clearly superior to the unit they replace, but should be very expensive and in limited supply. This would also have the effect of making the proposed resolutions above much more significant...
In any event, one of the tragically underutilized concepts in ALL of the civ 4 universe is the global council resolutions. In Dune Wars, somewhat ironically, I never get elected and so I do not not the full scope of resolutions. Based on the poor choices made by the AI (again, in every mod and base civ this is an obvious problem), there doesn't seem to be any unique resolutions. Just a few ideas:
1. Increase and/or decrease the global efficiency of terraforming (i.e. replicate the effect of adding or subtracting Reservoirs of Liet). This would, for example, allow a block of pro-terraformers to take control of the council and allow them to terraform faster.
2. Increase and/or decrease the financial bonus of each spice resource. If you design it so terraformers have significantly fewer available spice resources and the value of each spice resource is very high, it may make sense for them to reduce the global benefit.
3. Increase/decrease the cap on the number of homeworld units you can buy. Maybe increasing the cap means each unit should be more expensive, and vice versa. Thus, if you voted to increase the cap, you could recruit 50% more units but the cost per unit increase by 75%. Likewise, if you vote to decrease the cap, you could recruit 50% less units but their cost is also reduced by 50%. The thinking is that perhaps in the early game you would elect to reduce the cap so you can better afford the units, but as economies develop you could elect to either repeal the resolution, or even try to get the cap expanded...
4. Provide Combat 1 to all homeworld recruited units, but increase the cost of each unit by 25%.
5. Increase the global worker work rate by 25% but impose a flat 5% tax per turn.
6. Double the diplomatic effect of religion, but also provide a global 50-100% increase in trade route effect. In other words, much stronger trade with your religious brothers, but further alienation (and a likely loss of trade routes) with heathens.
Incidentally, I very much like the homeworld recruiting idea. I just think it would work better if the units available were unique. Each faction's primary source of their unique units should be the homeworld recruiting system. That is to say, it should be more credit efficient to buy them there; you can ensure this by making the hammer cost disproportionately high.
In addition to providing each civ's unique unit, the homeworld recruiting system could also provide a couple units not buildable but available to all. They should be clearly superior to the unit they replace, but should be very expensive and in limited supply. This would also have the effect of making the proposed resolutions above much more significant...