Sound good?
Victory Conditions
Piloted by TK's IOT, the Victory Condition gives us all something to strive for, and thus increase competition. There are four victory conditions and an endgame:
--Economic Victory: Control an economy 33% the size of the entire world's. This must be EXCLUSIVELY within your territory.
-Diplomatic Victory: Have a majority of the world's economy and militaries elect you leader; unless humans troll, chances are this won't be attainable due to me keeping NPCs low.
-Domination Victory: Control 66% of the world's militaries and economies
-Chaos Victory: Build a Chaos Containment Chamber(expensive!) and collect all 7 Chaos Emeralds, allowing you to perpetually harvest their power for your ends. You will also have to make sure nobody has a completed Master Emerald or is able to complete it, to declare victory.
The non-victory condition is of course a nuclear apocalypse caused by excessive use of nuclear weapons. Nukes are the "dirty" superweapon, but the more advanced energy superweapons are not as devastating.
Chaos Emeralds and the Master Emerald
While varying in color(I will use: Green, Turquois, Blue, Violet, White/Clear, Yellow, and Red), the Chaos Emeralds are powerful manifestations of the Chaos Force. They can tap directly into its raw power, and as such are instruments of great good... or terrible evil.
There are seven emeralds, and they are scattered throughout the world. The gems randomly scatter into unclaimed territories at the start, and every turn, you can search all provinces you own for them, at a cost of 0.1 gold per province. Every search after the first only applies to new provinces, obviously.
Finding a Chaos Emerald in your territory puts it in your possession. The Emerald itself may seem worthless, but this is only until the Modern/Future eras. In the meantime, every turn, the Emerald has a 10% chance of spawning a Chaos Crystal, which is a special source of siphoned power. The Chaos Crystal can be transformed into an extra claim, 5 more gold, or another navy/army. Your number of Crystals can be seen in a column on your stats.
Collecting all seven emeralds has a wonderous effect - you receive 100% of your current income into your treasury, OR max out your armies until they reach the support limit. Your choice. The seven emeralds will then scatter, and the search must begin anew.
Losing the emeralds can also occur to increase competition. Spies can steal emeralds(20% chance of success/discovery) You can also sell the emerald or give it away. You cannot give the emerald away when at war; this means the invader can take it in the peace treaty or if they take your capital.
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The Master Emerald is the gem superior to the Chaos Emerald, able to both amplify and nullify their power, if one can control it. The Master Emerald also keeps Angel Island afloat, however, so until air forces are developed, it will be inaccessible.
However, should it be shattered(5% chance of happening each turn), the island will crash to the ocean below, and anybody with a navy can reach it. The island will have its own map and will be randomly torn between three factions - the Dark Legion, the Guardians, and the Dingos. You can manipulate any of these factions to your ends.
Elsewhere in the world, the Master Emerald will have been divided into 13 pieces. Unlike the Chaos Emeralds, these shards become visible to any country, and so a race can begin. Each shard confers great power, increasing the Chaos Crystal rate to 20%, and doubling the number of Crystals that come out. It also doubles the effects of all Chaos Crystals(so +2 claims, +10 gold, +2 armies/navies). The doubling effect is not cumulative, though each additional shard will add +5%, so 12 shards make the chance 75%.
Collecting all 13 shards will complete the Master Emerald, which can be used for a variety of purposes: it can nullify any Chaos Emerald's effects elsewhere; it will make it so you get 2 Chaos Crystals per turn per emerald(with the doubled effects); it also can nullify the Chaos Containment Chamber's effects. It is a very omnipotent gem, obviously. To harness its effects, you need to acquire someone with the power to harness it for you; you can acquire these individuals from the Dark Legion or Albion with a 5% chance of success each turn. The Brotherhood is willing to grant you one wish if you return the Emerald to them.
Don't forget that while you're collecting it(as are the other nations), the Brotherhood and Dark Legion have their own agendas. The Grandmaster of the Dark Legion and the Brotherhood's members both want the Master Emerald, and so they can attempt to steal it from you if the situation on the island is going good for them (+50% of territory). Supporting the Dingos, therefore, can be quite profitable, as they're too dumb to understand the importance of the Emerald.
If you return the Emerald to the Brotherhood of Guardians, they will pay you generously - 500% of your income added to your treasury. You will also earn their goodwill down the line, and that just might be important for say, nullifying an invading armies' Chaos Crystals or even a Chaos Containment Chamber.
Special Projects
Come the Modern and Future ages, there are special projects and units you can build.
Airforces have been covered, so now the projects:
Nuclear Program (Tech Lv. 40) - Spend 20 gold to start it, and then have a 10% chance each turn of developing nuclear weapons. Every additional 1 gold will jump it up 1%, to a max of 75%. Failure to develop resets it to 5% for the next turn.
Superweapons
Small Nuke(Army 20) - Common bombs or small missiles. Destroy one province and irradiate it for 5 turns, making it unsettlable and impassible. Costs 10 gold. Can strike up to 50 pixels away with a 80% chance of success, and this drops by 1% for every additional pixel away. So, no chance of success upon 130 pixels away.
Medium Nuke(Army 21) - Medium-range missiles and advanced bombs. Destroys two provinces with a 50% chance of destroying a third, and irradiates them all for 7 turns. Costs 20 gold. Can strike up to 200 pixels away with a 80% chance of success, and this drops by 1% for every additional pixel away. So, no chance of success upon 280 pixels away.
Missile Shield(Army 21) - Every 10 gold you invest, a Missile Shield system will reduce enemy nuclear rolls by 1%, to a max of 75% taken off. So, invest 750 gold, and any nuke can only have a 25% chance of success.
Roboticiser (Army 22) - A horrid superweapon, capable of turning any Mobian into a machine, while petrifying any human who isn't willingly subjected to it. Costs 100 gold to build, but has a bonus of a 20% chance of turning any defeated enemy army into a Robian army. This army will be added to your arsenal. Also lowers RR by 5%, since any rebels will be turned into machines. Opinion will suffer horribly, however, due to inhumane nature of the device.
Large Nuke(Army 22) - ICBMs. Long-range missiles that destroy three provinces and have a 50% chance of destroying two more. Costs 30 gold. Can strike anywhere with a 90% chance of success.
Every irradiated province adds to a random roll each turn(+1% for each province) that if it triggers, will destroy a number equal to 10% of the irradiated provinces. So if there are 100 irradiated provinces, there's a 100% chance each turn 10 provinces will be destroyed. The effect will grow exponentially. Every newly irradiated province stays that way for five turns. So, please do prevent
Orbital Gun (Army 23) - Costs 50 gold per platform(5 gold per turn to maintain). Orbital Gun Platforms are capable of shooting lasers down at Mobius, instantly destroying any province of your choosing. A Chaos Emerald or Master Emerald shard will increase the number of shots by 1. Each orbital gun also reduces nuke chance by 5% due to interceptive capability. Orbital Guns can destroy eachother, with a 10% chance of success. If a Gun with a Chaos Emerald or shard in it is destroyed, however, the contents will fall to Mobius at random.
De-Roboticiser (Tech Lv. 45) - A device capable of reversing Roboticisation. Defeating a Roboticised Army will revert them to flesh and bone, and they will join your side. Costs 150 gold to construct.
Chaos Containment Chamber (Tech Lv. 45) - Costs 200 gold to construct. However, if you have all chaos emeralds and at least one shard of the Master Emerald, you win automatically.
Chaos Drive Program (Army 23) - A highly experimental program, at 100 gold. Replaces Chaos Crystals entirely, and now you have a 50% chance of producing a Chaos Drive(same benefit as a Crystal) per turn per emerald.