Yes, that is what I need 
But also:
- resources - each resource tile should have a limited random yield (output?).
You can get e.g. one rice spot with yield 120 "tons" for 120 population and another one for 30 pop.
If you have in your cities 170 population, you should buy 20 "tons"
per turn or deal with 20 unhapy citizens...
You can get 5 very low uranium spot or 1 big.
Mining cost is constant, no matter of yield.
So if you have 5 low yield uranium mines you pay 5x more per turn for extraction
than someone who has 1 big, and you get less uranium per turn.
Buying uranium is cheaper in this case for you, but when nobody
wants to sell you uranium, and you want have a nuke, you need to pay a lot and dig...
Resources should be acumulated like gold.
Storage capacity depends of population in cities.
You can sell 1000 "tons" of rice at once, or sell 10 "tons" per turn for.
Creating one tank consumes eg. 40 "tons" of iron at once, tank consumes 1 "ton" of oil or gas per turn.
Repairing tank in city (not healing) consumes 1 "ton" per damage point, but is instant.
City must have factory and baracks, other building to repair units.
One nuclear plant consumes 1 "tons" of uranium and produces 5 "MW" of energy
for 50 population and/or buildings in all cities.
You can export or import energy. You don't need nuclear power plant in all cities.
If you have lot of hydro plants, you dont need nuclear plants and have free energy.
Nuclear plants, coal plants, hydro plants can be build anywhere in your borders, not only in cities.
- researches - add levels to some of technologies
eg. each tech have 5 levels
first level is basic level (like now)
first who discover eg. "flight" receives bonus - 2 aditional levels of flight.
2nd discoverer (not buyer!) gets 1 bonus level.
It gives free upgrades, higher range, higher strength or less fuel consumption.
Fifth level is unique, and only one player can discover it.
first level is discovered like now (science points per turn),
aditional levels are discovered paralelly to primary research, but for cash.
You can buy technology update for gold in one turn, but this updates should not be cheap.
eg:
FLIGHT * = 4000 science points = gives standard flight like now (can build fighter, airport, carrier, bomber...)
FLIGHT ** = 500 gold / 2nd discoverer = +3 promotions + 2x higher airfield capacity
FLIGHT *** = 1000 gold / 1st discoverer = +2 promotions + 25% higher operation range + all above
FLIGHT **** = 1500 gold = +2 promotions + 25% faster productions + 25% less fuel consumption + all above
FLIGHT ***** = 3000 gold = +3 promotions + great enginier + 33% cheaper advanced flight + all above + extra health and happynes from airport + free updates of previous flying craft (airships)
(or, every next level gives new units? typical fighter => mustang; typical bomber => b52 with nukes)
If you have eg. higher level of DEMOCRACY you get better bonuses from civics enabled by this tech.
If you buy higher level on MINING you have chance to find new sources of iron etc,
and your sources would have higher output.
If you have 5th level of CHEMISTRY (unique) you can make oil from eg. rice or wood
Technology upgrades can't be traded or stolen.
- When I conquer enemy city i gets science points, depending enemy civ science level and buildings in this city.
EG: enemy civ have 6 unknown to me techs, all costs eg. 10000 science points
when i enter enemy city with library, I receives 0% - 5% of 10000 points (0 - 500),
with university 0% - 20% (0 - 2000) and so on. With some Wonders - 75% - 125%...
- borders - borders between two civs in modern times should not change in peace time.
First civilization that expand to a tile owns it forever, but cities still can make cultural flip.
Land outside cities radious can be traded to other civs.
- attack in peace time - I want to attack any unit on my teritory (with open borders) or on nobody teritory
but not to kill, just reduce HP to minimum (withdraw). This will or will not triger war, depending other civ decision.
I hate settlers going through my teritory to settle on last availiable spot on my coast, between two my cities...

But also:
- resources - each resource tile should have a limited random yield (output?).
You can get e.g. one rice spot with yield 120 "tons" for 120 population and another one for 30 pop.
If you have in your cities 170 population, you should buy 20 "tons"
per turn or deal with 20 unhapy citizens...
You can get 5 very low uranium spot or 1 big.
Mining cost is constant, no matter of yield.
So if you have 5 low yield uranium mines you pay 5x more per turn for extraction
than someone who has 1 big, and you get less uranium per turn.
Buying uranium is cheaper in this case for you, but when nobody
wants to sell you uranium, and you want have a nuke, you need to pay a lot and dig...
Resources should be acumulated like gold.
Storage capacity depends of population in cities.
You can sell 1000 "tons" of rice at once, or sell 10 "tons" per turn for.
Creating one tank consumes eg. 40 "tons" of iron at once, tank consumes 1 "ton" of oil or gas per turn.
Repairing tank in city (not healing) consumes 1 "ton" per damage point, but is instant.
City must have factory and baracks, other building to repair units.
One nuclear plant consumes 1 "tons" of uranium and produces 5 "MW" of energy
for 50 population and/or buildings in all cities.
You can export or import energy. You don't need nuclear power plant in all cities.
If you have lot of hydro plants, you dont need nuclear plants and have free energy.
Nuclear plants, coal plants, hydro plants can be build anywhere in your borders, not only in cities.
- researches - add levels to some of technologies
eg. each tech have 5 levels
first level is basic level (like now)
first who discover eg. "flight" receives bonus - 2 aditional levels of flight.
2nd discoverer (not buyer!) gets 1 bonus level.
It gives free upgrades, higher range, higher strength or less fuel consumption.
Fifth level is unique, and only one player can discover it.
first level is discovered like now (science points per turn),
aditional levels are discovered paralelly to primary research, but for cash.
You can buy technology update for gold in one turn, but this updates should not be cheap.
eg:
FLIGHT * = 4000 science points = gives standard flight like now (can build fighter, airport, carrier, bomber...)
FLIGHT ** = 500 gold / 2nd discoverer = +3 promotions + 2x higher airfield capacity
FLIGHT *** = 1000 gold / 1st discoverer = +2 promotions + 25% higher operation range + all above
FLIGHT **** = 1500 gold = +2 promotions + 25% faster productions + 25% less fuel consumption + all above
FLIGHT ***** = 3000 gold = +3 promotions + great enginier + 33% cheaper advanced flight + all above + extra health and happynes from airport + free updates of previous flying craft (airships)
(or, every next level gives new units? typical fighter => mustang; typical bomber => b52 with nukes)
If you have eg. higher level of DEMOCRACY you get better bonuses from civics enabled by this tech.
If you buy higher level on MINING you have chance to find new sources of iron etc,
and your sources would have higher output.
If you have 5th level of CHEMISTRY (unique) you can make oil from eg. rice or wood
Technology upgrades can't be traded or stolen.
- When I conquer enemy city i gets science points, depending enemy civ science level and buildings in this city.
EG: enemy civ have 6 unknown to me techs, all costs eg. 10000 science points
when i enter enemy city with library, I receives 0% - 5% of 10000 points (0 - 500),
with university 0% - 20% (0 - 2000) and so on. With some Wonders - 75% - 125%...
- borders - borders between two civs in modern times should not change in peace time.
First civilization that expand to a tile owns it forever, but cities still can make cultural flip.
Land outside cities radious can be traded to other civs.
- attack in peace time - I want to attack any unit on my teritory (with open borders) or on nobody teritory
but not to kill, just reduce HP to minimum (withdraw). This will or will not triger war, depending other civ decision.
I hate settlers going through my teritory to settle on last availiable spot on my coast, between two my cities...