I respect Rubin's opinion on this, however this is probably one of the reasons I won't do a "true SMAC" mod, because it would end up straying too far from the original. These items, along with others like Satelite Warfare, the aquatic elements of the game, and even the Wonder Movies are what made SMAC unique, and I don't want to be continually reminded in a mod that the mod is a pale imitation of SMAX. My opinion on this.
Believe me, I agree with you on that; it's a HUGE pitfall. If you try to recreate SMAC, without adding in the unique features that made the game great, you'll end up with something that just feels watered down. Conversely, quite a few of the SMAC concepts are things that I really didn't think were good ideas in the first place (like the satellite warfare), or that were extremely unbalanced (some of the social engineering), so I wouldn't WANT to see a game copy those directly. Unless Firaxis does it, as a full expansion, complete with newly-enhanced movies and such, with the balance fixed. Sort of like how they updated Colonization to Civ4. I'd LOVE to see that happen, but failing that, we have to make do.
That's why for my own work, I chose to take the slightly different path of keeping the game on Earth, and just using the SMAC techs and buildings as inspiration for the addition of some future eras. It won't be SMAC, but it won't have the usual thrown-together feel of most future mods (no offense to anyone making a future mod), at least in terms of techs and buildings, because it'll mimic the progression of techs and such that SMAC used.
That's actually been the biggest point of concern for me; while the techs and buildings follow SMAC pretty well, the units have almost no connection to SMAC and are primarily drawn from other sci-fi. I HAD to do this, because of the inability to use SMAC's modular unit system.
As a result, I had to come up with an array of units that covered all of the basic roles, but didn't create so many units that it'd bog down the tech tree. So, I tentatively have these units: (The T notation is the technology's Tier, denoted by its GridX value. Modern era is T12-14, I'm adding T15-23ish.)
Laser Infantry (T15): basically the soldiers from
Starship Troopers (the movie, not the book); cheap, slow, not incredibly effective, but good in large numbers thanks to a bonus when fighting with an adjacent ally.
Plasma Artillery (T16): mixes artillery with AA. (Last dedicated artillery unit, although all of the Titan units have some bombardment ability built-in.)
Zombie (T16): cheap combat unit, requires no support, also acts as a worker at 75% speed (but can't do as many types of actions).
Stealth Ship (T17): mixes submarine with destroyer
Leviathan (T17): mixes battleship with carrier (these are the last two naval units).
Scout Powersuit (T17) and Assault Powersuit (T18): basically the soldiers from
Starship Troopers (the book, not the movie); expensive, mobile, all-around capable combat units
Vertol (T17): upgrade of the helicopter without the AA vulnerability (it's Armor type instead of Helicopter, but moves like a copter) and can cross oceans. Think AV-4 from
Cyberpunk.
Skimmer (T17): first hover unit, VERY fast-moving hit-and-run unit but doesn't have huge power. Based on the Combat Cars from the
Hammer's Slammers novels.
Needlejet (T18): half fighter, half bomber, twice the awesome. (This is the last true air unit, since once you get to orbital weapons there's no need.)
Planet Buster (T18): long-range ICBM; it doesn't really hit any harder than a nuclear missile, but it's got a range of 15 and has Evasion to reduce interceptions, so it'll get through more often.
Gravtank (T19): Take the Skimmer, slow it down a little, and give it Modern Armor-style firepower. It's the heaviest non-Titan unit.
Mobile Shield (T19): a shield generator that buffs all adjacent units. In other words, a buildable Great General. While I wasn't consciously thinking of the Gungan shields from Episode I, it actually fits pretty well as an analogy.
Labor Mech (T20): 200% speed worker unit with ~50 combat power as well. Not enough to be a front-line unit, but enough to defend from light "raider" attacks.
Bolo (T20): the first Titan unit, massive short-range firepower and tons of special abilities but horribly expensive (like, Wonder expensive), similar to the Giant Death Robot. I've got five of these Titan units ("melee" specialist Bolo at T20, ranged bombardment specialist Combat Mech T21, Godzilla-style psionic behemoth "Nessus Worm" T21, terraforming Former T22, and finally the floating Gravship at T23, which is what you get when you cross the Terran Battlecruiser with the Protoss Carrier).
Orbital Ion Cannon (T20): technically an air unit with infinite range and no chance of being intercepted. Think of it as infinite-range artillery, although its damage isn't great. I've got four of these orbital units at T20-23. They get weirder as you go up; the Geosynchronous Survey Pod (T21) is cheap and a perfect recon tool, the Death Ray (T22, I'll change the name) is a massive single-target attack but is very expensive, and the T23 Subspace Generator basically drops unlimited nukes anywhere in the world you want.
Elf and Troll (T19): placeholder names, don't panic, but these are human infantry bioengineered for low-grav and high-grav conditions, respectively. Elfs are fast and great on attack, while Trolls are great on defense and heal fully every turn. (I'll probably end up with names like Sentinel or Avenger or something, but this is a relic of having to make do with some placeholder art back in Civ4 days. Besides, if I could get a Shadowrun-style Troll with a minigun, it'd be pretty much perfect, concept-wise.)
Four Psi units (Mindworm at T16, Isle of the Deep T18, Chiron Locusts T19, Nessus Worm T21 a.k.a. Godzilla). Since I can't do psionic combat a la SMAC, I gave these all double the usual XP-gain rate, but they can't spawn Great Generals. Also, I'm trying to give them the "Hidden Nationality" thing so that they can act as raiders.
I think that's all of them. I don't have my documents in front of me so I don't remember all of their stats offhand, but I'll double-check them when I get home if anyone cares. This is the single part of my design that I think will have the most objections, because it went so far away from SMAC, but I had to do SOMETHING that worked.
And yes, I know I said I'd post a thread on this "tomorrow", posted three days ago. Real Life has sucked up nearly all my time this week, although I managed to get some good editing time in last night. So I'm aiming to make the first thread tonight or tomorrow morning. It still doesn't actually WORK, but I'm getting closer.
(Clarification: the "long" mod works, the one with all the balance changes, but the "content" mod doesn't.)