Hemperor said:
I like the developement of this mod and where it could be heading.
So I thought I'd share a few ideas.
Tech
As said by Simetrical earlier I think the tech tree should be designed from the ground up as well as expanding the modern era with more techs.
I think by expanding the tech tree and not so much of how long it takes to get would probley help slow the pace of the game.
An entirely new tech tree, not based on the same paradigm would be nice. Say something with actual branches of research. So you had independant paths...possibley to where you could master one branch while completely ignoring others...depending on the situation and what you want from your civ.
Something like:
Civil, which would open up with roads, barracks, harbors, granarys, basically all of your public works, and city infrastructure.
Military, which would be your progression of units. Also including special units and icmbs
Labour, which would all your out of city tile improvements, as well as fishing.
Pure scientific, which would get you things like +1 trade routes, etc. All bonuses, no new units or buildings...these would be the most costly, and wouldnt be tied to a "research this first to research that" system. If you wanted you could research something like +4 XP for all units (could call the tech warrior society or something) from the first turn of the game...itd take you 120 turns to research it, but you could.
Each "path" would have its own civic options available at different stages. There also wouldnt be any cross path dependant options...you wouldnt have to research archers to get camps, or you wouldnt have to research fighters to get airports.
There should be a nuke that must be transported via land, air, or sea before ICBM's, like the one they dropped in Hiroshima.
If the above method was used (for research) a Pure Science tech could be "nuclear equiped military" that could give a collateral damage strike to your bombers, fighters, subs, etc. Would simulate the low yield nuclear weapons.
I think many of the units that need oil should require iron and or copper. They seem to be not too important in the current modern era. But in real life iron is a very valuble asset.
After a certian point, say replaceable parts, or manufacturing, you should have to build a steel mill, or smelter. Wraught Iron stopped being used around the turn of the 20th century. Steel took over. Much like how riflemen dont require gunpowder anymore, since it was so common by then...a steel refinery should provide all the steel youd need for units, even if you dont actually have iron in your territorial borders.
Biplanes should come before the fighter.
I dont think Biplanes are signifigant enough to be represented...also they would be replaced in just a few turns by fighters.
Explores should become zeplines, like they were used in WW2 for recon and spotting.
I think you should look into blimps and zepplins....they were a catastrophic failure.
The only thing balloons were good for in world war two, was attaching very heavy steel cable to them, and floating them at various altitudes above cities to discourage low altitude bombing, and dogfighting right over the city. Recon was better left to ground soldiers, spies, and aircraft like the He111Z, Arado 200, and Dehaviland Mosquitos. Very light, very high altitude aircraft, or jet engined aircraft.
Buildings and Wonders
Heres a few I thought i'd mention. THe numbers are just for suggestions
World Trade Organization HQ
Grant bonuses to all trade agreements
Give a +1 to all civs realation to you
World Bank is already in the plans
Per my idea:
A world bank would make a great new wonder...it would work like the UN works, except there would be no elections.
The civilization with the most buying power (Manufactured goods, minus imported goods, times gross national product, minus matience would be the best and most simplified formula) would receive a +1 to relations with all other civs, and a 3.17 percent increase in tax revenue. (or in traderoute earnings, that might be more realistic) That would simulate countries putting thier money into a country that has the least risk for radical inflation or change. With the forumala above (im not sure exactly what the numbers are, but civ generates outputs for all of them) smaller civs with more industry (forges, factories, windmills) more population, but few coastal cities, would still be able to compete with larger, less industrialized nations. Much like germany, sweden, and france compete with russia, or china.
Static sam sites would be nice. I hate having to build a ton of sam infantry and run up my unit cost protecting all of my cities.
Though it still wont be as effective as good fighter cover.