Wow, you must know your inventions

.
Told you

I'm an engineer and is interested in history, railroads and steam engines. That all combines well with an interest in the industrial revolution.
I just played both (for 'research' purposes)...that guess is almost spot on (The first Imperialism starts in 1815)
Imperialism style railroads didn't exist back then. While the steam locomotive was invented in 1801, tracks strong enough not to crack under the load of a steam engine wasn't used until 1825 when Darlinton to Stock-on-Trent opened. However it turned out to be a showcase of what not to do. It was treated like a canal and companies were set up to transport freight. Only one used steam and the rest horses, meaning steam had to operate at horse walking speed. Even worse, it lacked traffic management. You just loaded the cars and off you went. Being single tracked, the trains almost always met headon and then one of them should reverse back to a double tracked section. However whoever reversed would lose time and hence money, which meant fights frequently broke out and line efficiency was... well did efficiency even exist there?
The next railroad went from Manchester to Liverpool and opened in 1830. That's the first railroad in the sense that we know a railroad. Double tracked line to make each track single direction (no head on encounters) and steam only. It also featured other railroad features like passenger trains driving according to a timetable. It also had the first serial produced locomotive, the 2-2-0 Planet. It's the first locomotive with "modern" controls, meaning it's essentially controlled like a 1930 engine. The same goes for daily maintenance (adding lube oil etc). That claim can't be used on any previous locomotive, not even the famous Rocket.
Prior to 1830, people preferred to dig canals rather than build railroads. Early railroads were unable to climb hills and stationary steam engines were installed to assist, making rail building as difficult if not more as canal building. A horse could transport a single ton of cargo on the roads, 10 ton on rails and 60 ton when pulling a canal barge. With horse food being the most expensive operation cost, rails needed proper steam locomotives to really be considered.
Water for the canals wasn't an issue. The oldest operational engine in the world is an English steam pump in a mine from the 1780s. It has a pumping capacity of 8 tons/minute. Even at half capacity, it would not have any issues "producing" enough water to maintain the water level in an artificial canal.
Conclusion: Imperialism I starts with at least 1830 railroads in 1815. 1815 is in the golden age of canal builders.
Just for the record: I didn't look up anything when writing this. That mean I'm not 100% sure of spelling. Also I omitted technical details, such as the cracking rails was due to sulfur and how they got it out of the iron and stuff. Do speak up if more knowledge is required. Also Kailric appears to be somewhat knowledgeable in the industrial revolution (as well as other history), but it's my impression that it is more political based than my engineering focused knowledge.
TL DR: Use all content from Imperialism I as a base, add a SPY and DIPLOMAT profession/unit, additional yields located in minor nations, as well as additional inventions on the tech tree for Nightinggale
CivEffects introduces a fixed invention production system (no modifiers to unit production) and modifiers to research cost instead. The reason is simple.
Say a tech cost 100 research points and a player has 5 RP/turn.
type|production|cost|turns
no modifier|5|100|20
+10% production|5 (rounded 5.5)|100|20
-10% research cost|5|90|18
The reason is that the calculations are done in int, which rounds down. 5 + 10% = 5.5 -> 5, which mean no change, but 100 - 10% = 100 - 10 = 90 even with rounding. When applying to the production modifier directly, it takes quite a modifier to make a difference because it takes +34% not to be rounded away to nothing when a unit producing 3 RP/turn. This mean +33% has no effect even though it looks quite big.
With a modifier system in place, adding modifiers from number of friends using a tech, spies in cities with the tech and so on shouldn't be difficult to add. This mimics the Imperialism II research system just fine, though I think behind the scenes Imp2 adds research points for such actions rather than modifying the goal, which as a result can make it possible to research something while spending 0 RP/$0 on research. It could be possible to add that as well, but less trivial.
The civ style steal technology could also be interesting to add.
Also worth mentioning is that the percentage regarding everything in CivEffects takes "interest of interest". This mean if you have -50% research cost and get another -50%, you end up with a -75% reduction, not -100% (which would make no sense). Also like with a bunch of other modifiers, the result is capped at 1 because the game will crash when dividing with 0. Just preventing 0 from appearing is a whole lot easier than checking for 0 each time the number is used. Other numbers are also capped at 1, like unit food consumption (imagine eating -1 food) or number of units available in the immigration screen (-1 units is also no good).
Just thought of this---how would territorial borders be done? Culture like Civ 4?
Cultural borders would be the easiest implementation. Minor nations (natives) would claim land too. We could make them more hostile to conquest if we like, possibly even treat their borders like major civs when it comes to city building.
Extending the timeline to WW2 would be up to Nightinggale and yourself, as Aircraft would require additional DLL work. For what it's worth, I'm in for WW2 timeline extension with the Imperialism mechanic.
It's planned to support something like that. However it will be ignored for a while as it is less critical than some other outstanding tasks and it's not hard to add to mods later.