Here's some real early (~50 turns) feedback:
1 - Combat 1 shouldn't have a prereq. Right now the units are gaining xp and have nothing to do with it.
2 - Need more things buildable early on. I created a datalinks and have since made 7 survivors since nothing else was available. I know my tech path decides this, but basic structures with no tech prereq would be a good addition.
I like the sounds, tech tree, and work you've put into this. Great start. I'll try to think about cost balance as I progress.
I won't comment on the obvious graphical needs since I'm sure you will add stuff as it becomes available.
Does this mod have a need for basic robots? I have 2-3 primitive ones that I keep forgetting to upload that might be of use.
1. Mmmm. This might be another one of those 'good on paper' ones - I wanted players to have to make an investment in order to get combat promotions, but of course if this results in frustration rather than strategic decision making . . . I'll see what other people think before deciding.
2. This is true. The problem is what to put in. I could easily think up a couple of 'in theme' buildings, but am less sure what uses to give them (given that I'm strictly xml only at this stage). I'm wary about going down the road of having loads of buildings giving a science boost, loads a culture boost, etc. If there are any obvious gaps for building types please someone let me know.
Yep, graphics are ongoing. Robots? Depends on the robot. I could use some sort of mobile spy cam type deal as long as it's fairly contemporary rather than futuristic. I imagine the Atlanteans using such devices to monitor undead activity. Also, any robots that just look like weird post-apocalyptic people could of course be used (as people I mean).
I'd have to agree with 'woodelf' on two points. First I've had "warriors" running around with loads of experience and staying at level 1 due to lack of early promotions. Frustrating? yes.
Second my cities ran out of different things to build early on. One interesting building could be a "recovered" supermarket that would act like a granary with minor food storage. Another could be a stockade fence for early fortification bonuses
Any early simple type can be obsoleted down the road to avoid this extra boost when it accumulates. So a basic lab could give +1 now and be worthless by the time the real science building comes along. Same for all bonuses.
Well, I have a spinner/blade bot that looks cool in packs. Also a missile launcher bot with a dish on top. I could remove the attack ability and he could be a scout. His death anim is cool.
What this game needs is the "last of the V8 Interceptors" unit. Maybe make this a limited National unit, or bonus for first to discover the tech. The Mad Max vibe is way too strong to be missing that iconic car.
More units - goes w/o saying, but I'd love to see some cars and motorcycles late in the game. Maybe a flame thrower defensive only unit (like MG) available with access to oil. But more variety is always nice.
The research takes too long. It's taking me a couple thousand years just to get an economy. I get that rediscovering lost technology is difficult, but some of the basics should come earlier.
I like the proposed concept of more buildings that become obsolete later. Maybe have your first building be a +1 "Radio Shack science kit". Made obsolete by data link. First +1 could be a "broken music box" (yeah I'm partial to the Road Warrior theme). These could always be National Wonders to limit how many cities could build them too. I spent way too many turns building troops which I promptly disbanded because there was nothing else to build and my army cost too much.
The Era should be adjusted so you start in 2050AD instead of 4000 BC, but that's not game breaking.
A Terminator or robot civilization would be cool, but maybe too powerful to play balance.
Here and here and 2 simple bots. Not sure if they have a use, but they're in the db now. I do have plans for more eventually.
you should make the world already have roads connecting place in the start. The zombies seems to hate roads more then humans since no where in the world a single road can be found
I made a reskin of a wolf from Strategyonly's Animal Civilization mod. It's a zombie wolf, if you'd like it.
I have some limited skinning abilities, so I might try messing with some skins for a more suitable zombie unit. I'd love to see a Lord Humongus as a leaderhead or maybe a GG, so I'll do some browsing for a similar unit out there.
Some balance stuff. Aggresive leaders start with the combat promotion. That enables them to pormote their units from the begining of the game while others need to research first. Maybe instead of Combat give them their own promotion that give +1 attack str?