Freeborn... I have long ago Changed all you have mentioned in different ways for EFZ2 Complete.
Some examples are the SWAT are now gained later and then become Obsolete with Send in the Marines. There are pre-placed SWAT to start. Marines can only be built in the Military Buildings ...same for most "Military" Units because I don't want a Tank or Jet being built at the Garage or School, etc...
There are 5 Military buildings on the West side now and one of them is the Paratrooper Base and it will Auto-produce Paratroopers from the Paratrooper Academy. Marines are Auto-produced from the Marine Recruit Depot and can be built in all 5 Military Buildings.
Pyromaniacs are Only for the Survivors now and they move 2 with Blitz. The Farmers have the Drunk rather than the Pyromaniacs but any Human Faction can build Booze Imports at the Wild Boar Inn to gain a Drunk that is Auto-produced from it.
Dogs Resource is needed for All Human Factions. It allows Guard Dogs and Attack Dogs and can be used in negotiations. Dogs are Stronger.
The Zombie Dogs have all been adjusted and all of them except the Monster and Nuclear Dogs are Totally Controlled by Auto-Production from New Zombie Improvements.
I do not want any more Strategic or Luxury Resources because it would cause Bug problems with resources. Another Dog Resource is not needed because the Zombie AI will not use a Dog Resource as intended. For one thing, they do not Road as effectively as a Human so would not gain the Resource with good timing.

Skreech and Spiders and Other Units are more powerful now and they are needed to offset the Extreme "Bombardment" Shooting Power a Human Player has.
All Factions have Extreme Power Units so the more powerful Zombie Units are not a problem if played well.
Mutant Zombies are gained with the Mutation and Monster Zombies are Gained at Zombiegeddon as they are intended. You will see plenty of both
No Human Faction has the ability to build any Shooting Unit at the start of the Game. They all must now gain Guns, Guns, Guns to be able to build a unit with a Fire arm. That was not correct in the past... otherwise, why research Guns, Guns, Guns

I am Making New Units for the Factions who do not have a starting Unit without a Gun such as the Company. I am making a "Corporate Executive" for them. Security can be built with Guns, Guns, Guns.
The Farmers have the New Armed Farmhand that moves 2 with Blitz and all terrain as roads.
Like all Human Factions, they can gain Dogs if they gain the Dog Resource through trade or capturing the Dog Pound or Warehouse.
There are Two Dog Resources in Both Buildings so there are enough for all Human Factions. Obtaining the Dog Resource is part of game play strategy... some may want them sooner while others may not.
The Farmers have the "Farm Truck" which are Auto-Produced from "Elmo's Farm Trucks" Key Location and later can gain "Zeb's Marauders", which are Auto_Produced from the "Farmland Strike Force" Key Location. Zeb's Marauders have Great Bombardment "Shooting" ability with long Moves and Blitz.
Sated Alpha Zombies do Enslave Roaming Alpha Zombies now and there are many more Sated Alpha Zombies in each Starting Zombie Building. That is no Problem now because of the Fire Power all Human Factions can gain. There are only 4 buildings that will require many turns to gain but the Reward is greater.
"Arthur's Sniper School" can be built at Mr Tokugawa's House and produces a Sniper Ever 3 turns! They are equal to King Arthur except they are not invisible... King Arthur does not have the time to teach them the art of being invisible so he focuses on teaching them to shoot well
Voyagers have Overkill Bombard Power arranged by the Nerds

Fantastic Movement and Blitz. You will need it.
I added the TARDIS and TARDIS Transport which allow Faster Transport for Units as well as POWER. The TARDIS is another "Project" of the Company and Dr Lazar. Must be captured and upgraded to Full Power.
I added Captain Spiff and the Aero Space Center. Captain Spiff will gladly Help any Human Faction who Rescues him by Upgrading to Captain Spiff Power Packed. He Has his Fantastic Laser but needs a Power Pack for it to work.
Pile Ups Auto-Produce a Sneaky Zombie every 20 Turns and the Sneaky Zombies cannot be directly built. ... and there are plenty of them.
Many more Key Locations, Minor Locations and Improvements and a Few New "Techs" I call "Capabilities" now.
Detectives cannot steal Knowledge now because there is no need and also because of the different Capabilities each Faction has. If a Capability is gained that is not meant for that Faction, the Game Screen will just Freeze. I also remade and adjusted the Detective's Office Screen and all screens for that matter
The above is just to state a few of the changes and additions.
I have made thousands of Changes since EFZI2 The Remake and still working on it all.
I have an ongoing List of Changes and Additions but it is so long, I seriously doubt anyone will ever read it
Suffice to say that there are just too many changes and additions to state here.
Plotinus is making a New Civilian to help me out with my extreme work load and Rob agreed to make a New Farmer Leaderhead to my specifications. Other than that, I have done everything alone and I mean everything in the game so that requires more time than I can say.
Currently going to start the "Mortician" and "Paradise Mortician" for the Zombies then make the "Corporate Executive" for the Company. "Morticians" and "Paradise Morticians" use Black Coffins to Come up from the Ground anywhere on the Island and there are also Zombie Coffins and Mutant Coffins used by those Units to do the same. It will be a Must to Guard each Tile surrounding your buildings now throughout the game.
I have uploaded the game in its current state at SOC to have a Testers Forum. two people in the group at this point and even they have been too busy lately. I expect Testing will pick up in about a month. I Game Tested the Survivors for 5 Months and am Now just focusing on completing the Units and other Work... then I will Test each Faction Many Times and Adjust, Change, etc...
Rest assured, I am working on everything constantly.
Edit... The intention is to play as any Faction you desire, not just the Survivors
The Farmers will be much more finished in EFZI2 Complete and my intention is to have the Game Complete in every way.
As for Multiplayer... it was not set up for that but I might set EFZI2 Complete for Multiplayer after Completing the Game. Settings for the AI would need to be set stronger for Multiplayer to be effective.