1. The supernatural elements would both be an integral part of the game AND random disasters. The idea is to add things from fiction of the appropriate decade into the various updates. These would not be the primary focus of the game, but rather improved flavor for disasters rather than the standard "hurricane" or "forest fire" that would take place. The various "supernatural" elements would be more based upon the fiction of the era in which we are in. An example would be the anti-nuclear fiction of the 1950s like Godzilla or Them! So various nations could face disasters similar to those in that decade. Yes, reegineering or reproduction could be possible in the face of these. That's pretty much what I meant by that.
Ok, On the one hand, I do agree that hurricanes and forest fires were somewhat monotone in Capto Iugulum. On the other hand, Godzilla and King-Kong seem to be a bit too campy. So, I guess it's all just a matter of balance between those two.
2. I am currently leaning towards the multiple resource approach, though it will likely extend research time for the game to make sure I have fairly accurate distributions of production. I am somewhat leaning towards using supplies to replace manpower as the way to set a cap on unit production for lesser powers. I am defintiely using a two-tier stat system at least, as crezth suggested, rather just the "EP" alone. Of course that could just mean EP and Manpower, but experiments with BOTWAWKI seem to demonstrate that a more complex system allows for more clever moves by players.
I'd love a multi-tier system, as I said. I agree that it's harder to test and design, but disagree that it's harder to balance, though (saying it as a professional testing analyst). EP system was based on an arbitrary way of evaluating what players' actions led to economic boosts and what didn't, which means that balance could be still pretty badly broken. So, the main difference is in how much time you can afford to spend on game design and database maintenance.
Again, it's up to you, but I'd love to see some regions granting certain strategic boosts to the nations that hold them, either logistical or material. For instance, the USA background mentioned that the US attacked Russia over the "golden fever" in Alaska. Why not make gold mines a strategic resource that's tied Alaska (or some other region) and gives a boost to any nation that owns it? Over time, such boosts may become obsolete (for example, as the Alaskan gold mines deplete).
Yet again, the above suggestion is optional. I'll play the game even with EP as the cornerstone of its game mechanics.
3. I am now accepting applications for France and Britain, all other nations will be offered on a first-come first-serve basis. As previously stated, the player in question for both nations needs to be an established gamer on these forums, have at least one other player vouch for them as a good player for a major power, a Steam account for conversing with me in a private chat, and most importantly the time and ability to dedicate at least an hour to orders each turn, featuring response to global interests and threats of all types and sizes. I of course have the final say to who gets each of those major powers.
I'd honestly try either of the super-powers (if I qualify at all), but I'm afraid that my habit of being a perfectionist with my orders will make an hour-long writing process into a day-long. Unless we really can't find players for the two, I'll pass on it.