I don't mean to be posting too much but i have more ideas--refinements of the original techs i mentioned.
I believe that true life serves as the best model for strategic gameplay, so what i'm recommending is that these techs i mentioned adhere to reality, which you see will do a lot for strategy.
With the Airless maglev, there is no stopping in between the path--that defeats the method of going fast. it would be good if an airless maglev tube were able to move units from one end to the other like railroads did in civ 3, except you have to trade off with not being able to get out before the ride is through. you go all the way to the end.
With the THEL, i think it would be a good idea if this laser was only operational when inside a city. it could be treated by the game as not quite a building, not quite a unit. i wouldn't really like to see it accompanying troops, especially if it was always on the ready. this system takes a lot of effort and a bit of time to set up somewhere.
i would be fine if cities that had a lot of production produced one and it was relocated to any other city.
I think that a kinetic cannon's first shot at a city should always destroy the THEL.
I also think that conventional bombers should not be stopped by the THEL but i like the idea that jet missiles (just as any missile, and of course any artillery that i described earlier) are.
That brings us to kinetic cannon battleships. a refinement on what i said earlier: 4 square range, 95% probability of bombard being successful, two shots per turn, with each shot capable of taking off half the life of another battleship, BUT the upgrade from a normal old battleship does not increase defense in the slightest. a sub or a bomber will be just as powerful against it as they always were. this will make it necessary to accompany these with aircraft carriers (and destroyers), which is what is necessary in real life. the reasons are the same as real life too. a powerful offense with little to no defense against air attack. Air attack should be lethal to battleships. it becomes necessary to have both a balanced airforce and navy if one wants to simply protect one's THELs.
On a possible spacerace:
this is just a suggestion for how a more realistic space race victory might work out>
In order to travel to another star system you'd need a lot of fuel but that is heavy, so in order to get heavy things into space cheaply you'd need SKYHOOK. Skyhook is so heavy to launch you'd need to build the worlds first fusion rocket. I propose that Fusion Rocket be a tech that unlocks a small wonder: fusion rocket, which is necessary for skyhook launch. nanotube mass production unlocks fusion rocket, and thus, Skyhook. Nanotube mass production also unlocks the great wonder of Skyhook which cannot be completed by a city until the fusion rocket small wonder is done. Once Skyhook is completed, any civ that is on friendly terms with the nation that created the Skyhook wonder can build an interstellar spaceship. a tech required to complete the spaceship could be anti-gravity mass production. the civ must also have nanotube mass production. I also think there are too many silly names for components of the spaceship, and they're so easy to build that spacevictory always comes way before all the modern techs are researched, which is unrealistic. i don't like that. i think the remedy for this is to require techs instead of very many components. GUT or UFT --whichever-- should be a required tech for the interstellar space ship. Also robotics/AI and Fusion Rocket.
what is interesting is what these rules for creating the spaceship would do. if a country was simply on good terms with the owner of SKyhook, they could circumvent a lot of the effort since they wouldn't have to build the great and small wonders. if the owner wants to stop anyone from using Skyhook, they would have to declare war on them.
this has all just been suggestions based on what i see as being a more realistic and interesting space race.