Oh yeah one last thing: Why are all my specialized citizens zombies? And isn't it a bit weird having a zombie infested building with zombie citizens working for you?
...ge0matrix
The specialists have to be zombies? Seriously though, why not have them as humans.
...Miles Teg
The answer for this question is because back when I made the popheads I wanted the Specialists to be Zombies

The Game can ONLY use one set of Specialist for all Factions...the Same for Advisors. It was suppose to be just a fun novelty as if the Player enslaved zombies for this purpose. They also stand out and are easier to see.
...Are you guys trying to apply "Reality" to this Game?

The Specialists could be made Human but that is a lot more additional work to perfect and the current Zombie Specialists would be out of a job. Besides, I rather like the Zombie Specialists
...ge0matrix ...Looks like you managed your game after all.
Yes, the Farmers are suppose to be able to communicate with the Zombies. They are the only Faction who are not at War with the Zombies and who can make Peace. This came about due to limitations in the Editor. IF the farmers could have been set the same as the Other Human Factions, they would have been. The Farmers were not even really playable when they were added initially and basically this game was ONLY intended for players to play as the Survivors against the Zombies. Since that time, many changes have developed and here we are. Now players can play any Faction including the Zombies, although that especially is only available because it could be made available. This Game is "Escape From Zombie Island" and that name came from the Original Game Concept. Because players can play all Factions now, the game had to have many changes and additions to accommodate all the Factions and Compensate the Zombies for Game Play Balance.
Many of your comments have already been addressed for the update. There is a Minimum of 12 turns for Advances and Tech Costs have been adjusted along with many other additions and changes.
The Sated Alpha Zombies have the role of Guarding the Zombie Buildings, IF they were limited, a player with Bombardment units would be able to capture all Zombie Buildings fast and win without any trouble. In the Update, the Sated Alpha Zombies do not enslave more Sated Alpha Zombies, they enslave Crawling Brains that can leave the Building.
By Default, the AI will not keep enough Units inside their Buildings to prevent a Human player (especially with Bombarding Unit) from capturing the Building. The ONLY way to force the Zombies to keep enough Strong units inside their starting buildings was to place Immobile Sated Alpha Zombies in them.
This was extremely necessary when I added all of the Units that a Human Player can Lethal Shoot (Bombard) with. These Units add Fun for a Human Player even though the AI does not tend to use the Bombard capabilities of these units. All quite complicated to work out any sort of game balance and keep such powerful units in the hands of a Human Player.
As for a Mulitplayer Game...The game would need many adjustments especially for the Zombies. Many Units would have to be adjusted or removed as well as Bombardment type units for the Human Factions.
The quickest way I can explain this game concerning the Zombie Units and their Power is to say that it all basically comes from the Fact that I wanted to include Units that can Lethal Shoot. That simple. This is such Great Power in the hands of a Human that the AI Zombies need all the "Game Help" they can get.
...The Zombie Faction depends on lower unit costs and settings that allow them to make many units so the only way they can win is to overwhelm a player that is not prepared for such Hordes. As the game continues, the Zombies gain stronger Units to offset what a Human Player will have by then.
No Matter How strong a Unit is, if it is Shot (Bombarded) it will either Die or lose so much strength that it will not attack. The AI Depends on Direct Attack and Defense...but not a Human. A Good Group of Units that can Bombard will effectively Kill any unit and capture any Building...this just takes time to Kill the Sated Alpha Zombies and other units inside a Zombie Building. Champions and many other Units that have Bombardment now are very Powerful compensation for all Human Factions.
Players who understand how to play a Normal CIV Game have to adjust their thinking and strategies with this game because it is a "Different Animal".
One of the Best Tips I will tell you is to Block off access to your Buildings from the Zombies...even a single Building surrounded by your Units will deter the Zombies from going after it. Even a much stronger unit will opt for an easier Target than choose to fight through units to get to a building. Start Blocking Roads and all Terrain where Zombies can easily get to your Buildings as soon as possible..Be Bold, get out and make your "Front Lines". Expand them as you gain more units and double the Units on squares where needed.
...Also generally, playing as any Human Player, you can research all of the Directly Linked Advances and Trade for the Single Advances shown on the Top of the Tech Screen. Trade for those or gain them through negotiation later.
...also set many of your Buildings that you can spare to produce Supplies and check your Domestic Advisor screen every turn and adjust the supplies that are being applied to gain the Advance you are researching. Keep your Citizens as happy as you can afford and adjust supplies so all are at least content...no Blue Pop Head Mood Badges. Help the other Human Factions that can Build a Key Location to survive the Zombies and build it..then you can capture it for the Benefits later. For example, you might want Cruise Missiles and HellFire Missiles so build up Hordes of Strong Bombard Type Units and after the Military Base Builds those Key Locations, Assault it and gain it in one turn...you will then have those Key Locations producing units for you. If you want Super Coupes, help the Survivors long enough for them to build Mike's Garage. Many different strategies and all are a decision for the Player.
Still Testing and adding Improvements for the Update and the game is Far more developed and finished in every way now. Because I am doing the work, I have not been able to play test as much as I would like but all is going well. As soon as the Testing is completed and all things are verified to work as intended, the Update will be Released.