Here is the "currency" for the sequel instalment. I haven't yet determined precisely how it all works, but feel free to comment. It's much more ambitious than I'd initially aimed for, but with the magic of spreadsheets I may be able to implement them without losing my mind.
Expansion Points (XP): Territorial claims. Brand-new nations get a one-time starting package of 10; otherwise, the default is 5 per turn, non-cumulative. Most territories cost 1 point; city-states and capital regions cost 1/2; larger territories can cost as much as 3. As in the original game, overseas claims cost extra, ameliorated by a national improvement described below.
Industrial Production Certificates (IPCs): The manufacturing capability of your empire. Blue Zones are worth 1 point, Yellow Zones 0.5, and Red Zones 0.1. IPCs are non-cumulative, but rather represent the infrastructure to support national improvements and international projects. During war-time, IPCs can contribute to combat operations, but do not represent army units. Action Points do.
Action Points (AP): Military and espionage operations use Action Points. AP are produced based on territorial possession at a rate of 10:1; nations will always retain one point if their total holdings fall below ten territories. AP can be used both offensively and defensively to attack enemy lands and bolster the defence of your own, and can be combined to improve mission odds, if using tailless' combat algorithm. IPCs can be combined with AP, but provide only a slight bonus.
Improvements
Inspired by late-game projects in the previous instalment, I devised national improvements as a way of both adding flavour and dynamics to strategy, and as a means of accounting for the latent power of larger nations. Costs are speculative; I'll likely rebalance them after further study and if this makes the release. For now don't pay too much attention to army tiers, as I haven't yet worked out the combat formula. Asterisk denotes improvements that may be constructed multiple times.
Overseas Administrative Office*
Costs 2 IPCs. Veteran players will recall that after an overseas colony reaches at least 12 contiguous regions, the away penalty for claims is waived. If multiple colonies exist, multiple offices are necessary.
Covert Ops Centre
Costs 4 IPCs. Allows the constructing nation to conduct espionage missions.
Biological Research Station
Costs 6 IPCs. Prerequisite for the Environmental Restoration Initiative project; any nation wishing to contribute to the ERI requires a Biological Research Station. It also helps defend against NBC-oriented random events.
Environmental Protection Agency
Costs 10 IPCs. Every territory under the nation's control designated a Blue Zone adds +3 to the nation's reputation.
Ecological Conservation Authority
Costs 2 IPCs. A non-exploitative approach to resource management decreases Blue Zone production to 0.8, but doubles the reputation bonus from the EPA.
Military Command
Costs 1 IPC. Without a centralized military command system, nations cannot launch offensive operations.
Motorized Warfare
Costs 4 IPCs and requires the Military Command. Combat vehicles improve the national army to Tier II, improving the odds of combat operations.
Combined Arms Doctrine
Costs 6 IPCs and requires Motorized Warfare. The synergy of all theatres of war improves the national army to Tier III, significantly improving the odds of combat operations.
UN Volunteer Task Force*
Costs 4 IPCs. This is what enforces UN mandates in lieu of individual intervention. The United Nations Response Force gains one action point for each committed Task Force, and the volunteering nation receives a +6 reputation bonus.
Guerrilla Camp*
Costs 1 IPC. While national reputation suffers -4, it provides an extra Action Point, making it valuable to small nations and those with their backs to the wall. It can only be built in war time.
Secret Police
Costs 3 IPCs. While the method of law enforcement is draconian and national reputation suffers -8, these enhanced security measures lower odds for enemy spy actions by 15%.
Kaetif Labour Camp
Costs 4 IPCs. The Kaetif, being naturally resistant to radiation, can be employed as slave labour to bring all Yellow Zone productivity up to maximum. Needless to say, this requires a certain governmental attitude, and harms national reputation -10.
Big Brother Campaign
Costs 10 IPCs, and can only be built when national reputation is -20 or below. When I calculate the chance of rebellion at update, there is a 50% chance an otherwise successful revolt will not occur. Depending on domestic policy, this will have no effect on Kaetif uprisings.
Dear Leader Doctrine
Costs 10 IPCs, requires a reputation of -40 or worse, an explicitly authoritarian government, and the Big Brother Campaign. There is a 90% chance of averting an otherwise successful rebellion at update; again, this may not discourage Kaetif revolts.
Atomic Weapons Research Centre
Costs 16 IPCs. At the cost of -8 reputation, the nation can begin development of nuclear weapons. Research cannot be done in secret, and will attract the attention of the New Hetmanate, typically in a negative fashion.
Small State Trade Hub
Costs 3 IPCs and 8 reciprocal trade agreements. This is a project for the small nations. The industrial production of all territories is tripled. Once the country exceeds 8 territories, this improvement is automatically cancelled.
Multinational projects
Some things are so monumental that no one nation can construct them (not unless they're reeeeally big). Unlike improvements, projects can be invested in gradually by multiple nations at once. Needless to say, their princely sum demands dedication. I haven't yet decided whether or not upon completion they will still require upkeep, or if the manpower can be requisitioned elsewhere.
Strategic Defence Initiative
As the world (hopefully) rebuilds in the wake of the world war, Pacifistan is able to restart the SDI programme. It requires a total investment of 200 IPCs, and the reputation amongst all participant nations must total at least 200. Once established, all members of the SDI will be shielded from nuclear weaponry.
Environmental Restoration Initiative
This is the jewel in the crown. At a cost of 300 IPCs and 300 net reputation, it will probably remain the costliest single project of all. After agonizing years of research, Nuclear Liability Legacy Programme scientists have finally devised a way to heal the ailing planet. The ERI can slowly restore irradiated territory: red to yellow, yellow to blue, as its members see fit. Each participant nation requires a Biological Research Station to contribute.
This list will be expanded as the muse dictates, but don't get too excited. The team projects will almost certainly be kept, but if I figure that IPC calculation will be too much to keep track of, I'll drop improvements altogether.