Monaldinio, some feedback from me. I've downloaded your mod in the last weekend. In fact, it was your mod that made me reinstall CivIV again. Though I am so far at 2248, I decided to share some input. Keep in mind that if one of the problems is inherited from Planetfall, I don't know, because it has been years since I played Planetfall:
1. You need a better mod description in your front page, first thing. Essentially, what features there are, what makes it different from Planetfall, why one should install this mod, etc. Also, a Changelog is nice.
2. Expansion seems slow. I am a slow expander, and playing with Morganites, so its okay for me to have 3 colonies. It gets ridiculous, though, to see Believers (at least on my current cartographic knowlodge) have two cities, one 15 and 12 in size. What the hell? They should have six or seven bases by now, with all that base growth.
3. Looking at the Datalinks, Leader stats seem inbalanced so far. Too many advantages, some not totally compatible and not enough disadvantages. Disadvantages, IMHO, estabilish the factions' character as much as their advantages. Let's see:
Cha' Dawn: Must be invited into Planetary Council, more isolated starting position (is that a advantage or disadvantage?), declares war against the one with the lowest planet rating.
Deirdre: None. No morale/xp disadvantage, nor garrison police disadvantage
Domai: Need of invite to be part of planetary council and less 10% GP chance. No Research penalty?
Lal: +50 War Weariness. That's actually a quite good disadvantage for a faction called PEACEKEEPERS, but still, one of their problems was the inneficiency of the U.N Peacekeepers. How does one express that in Civ4?
Luttinen: Need of invite and lack of +1 planet from headquarters. Seems weak.
Miriam: -1 planet. No Research penalty?
Morgan: -10% Military Production
Roze: Need of invite to join Council.
Santiago: No disadvantage.
Sveensgard: Need of invite. Oh, by the way, a query: Does Sveensgard wins research only by pillaging and capture of bases, or ALSO by pillaging?
Yang: The 50% chance of units gaining light infantry.
Zakharov: None.
4. The hints page is full of repeated hints.
5. Why Wind Mills are substituting Solar Collectors? Granted, early game is futuristic current days tech, but I don't think Wind Mills would be able to supply the needs that colonists have in Planet, unless winds are REALLY strong in Chiron. Weird to see such a simple thing as Solar Collectors taking so much time to obtain.
6. Dawn of Planet Secret Project is... weird. So the Cult needs it to be founded? That's crazy. Why would one build a wonder which only makes one of his bases defect to a new-founded faction, and therefore serve the builder no porpouse at all? It would make more sense if it founded the Cult somewhere in the map (maybe even in Water if there's no land remaining? Opportunity for wacky games there) instead.
7. Many Civics also lack disadvantages. There are no disadvantages for Democracy, Free Market, Planned and Power.
Now, for some suggestions:
- A suggestion for Pirates, inspired by the Magna Mundi mod for EU3. Bear with me I don't do much Civ4 modding, so I don't know how possible it is. Well, the idea is that the Pirates at Chiron's equivalent of the Berber Pirates, except organized as a faction. The idea is that the Pirates should be able to be both pirates (constant raiding on other factions) and Privateering (raiding on specific factions to obtain credits at the behest of other factions). I don't know how that would be done, but the idea is that the Pirates should seek to ally with other factions to conduct underhanded attacks against their shipping (privateering), therefore weakening their trade, as well as the usual ship raiding (Piracy).
The essential idea is that the Pirates are, well, Pirates, which means that they're seen as rogues, loose cannons, etc. And those loose cannons live off by raiding and plundering. But they're smart and can be co-opted, so players can, for example, pay them to do privatery against other players or bribe them with credits to stop Pirate raids on player territory. Of course, that means that many factions should hate the Pirates If done right, this could make a human player game with them very interesting, as one comits raids, piracy and privateering, invades countries and fights the other players who seek to get rid of the Pirate Plague. Could this be done?
- Psionic Space Warfare. No, I'm not talking about space native creatures, that would't make any sense, but rather the use of Psi Weaponry, Empaths and such to conduct attacks against enemy ships in space. If this has already been inserted, and I don't know because I've not reached the Orbital Age yet, disregard this.
Hope I helped.