Quick update:
I didn't get as much done as I'd like, because I spent maybe a month of my (very limited) free time job hunting, and I have gotten another job, due to start on March 25th. While this would hopefully cut down on the obscene amount of overtime I've been doing in the long run, it did mean that the past 2 months I got virtually nothing done.
However, after fiddling around, I was able to come up with the following:
1. I found out that setting Maximum Size for a Level 1 city (town) to 0, will allow all cities to start off as a Level 2 city (City), and grow as normal, even without an Aqueduct, River, or Lake. This will allow the Draft mechanic that I was almost ready to junk because you cannot draft without a Level 2 city, and I was originally going to go full Level 1 cities only.
The only downside is that I don't get to utilize a Dyson Swarm graphic for cities on the overworld for when they start building Dyson Swarms, and thus force it to be the first improvement destroyed via bombardment. This is a price I am willing to pay to retain the draft mechanic. Drafted ships are "Converted Freighters", which are basically the equivalent of Cargo Ships with Rocket Batteries strapped onto them, where they can put up a decent punch, but do not have the armor, structural integrity, or redundancies a purpose built military ship does. While it is not quite fair to call them eggshells with sledgehammers, they do have lower defense compared to purpose built defense satellites, and cost more in terms of shields. They however, are able to go on the offense (though highly inefficient) unlike defense satellites, and can re-join cities when danger is over.
2. Slowly working on the alien civilizations, and drafting them out. However, many buildings are heavily interdependent. Ex: many buildings require Orbital Spaceports, so I can't just create another, more expensive version and have a full shadow tech tree to accommodate the new buildings. I am probably scrapping the x2 cost for the stuff they do not specialize in, and instead further deny them some of the location specific improvements (Black Hole/Neutron Star Research Labs, Shipping Consortium, Tourist Resorts, etc.)
3. I have fleshed out the unique buildings for each human civ, still need to work on the unique units.
They are as follows:
UN: Can build happiness GW "Human Homeworld", 1 shield cost, 2 happy faces in city, 1 in all cities, 2 free techs. Owner of Human Homeworld can build SW "Sovereignty: Earth", a 100 shield SW which gives 4 influence. Both are Tourist wonders
Templar: Can build "Autocephalous Church" which are basically semi-autonomous churches that give 2 happiness, +1 culture, and reduces war-weariness, and "Edict: Volgograd Doctorine", +50% defense, available at start of the game, 0 maint, 1 culture, replaces other edicts, 10 shields, does NOT require Sector Administration Complex
Metasoft: Can build "Cartel: X" where X is a luxury resource. +2 cash (neg maint), +50% tax improvement, req. luxury in city
New Cambridge: Can build "Integrated Trade Network" GW +1 commerce in all tiles, 50% tax boost, req Wormhole Nexus, River, "Galactic Shipping Conglomerates", SW +1 commerce in all tiles, 50% tax boost, req. Integrated Trade Network, and "Policy: Stella Nullius" (aggressively claims unclaimed stars), +2 influence, 1 maint
Nouveau Rhineland: Can build "Deep Space Colonies", +1 shield, +1 energy, +1 food in water tiles, +1 influence, 5 maint, and "MInD" citizen (Macroscopic Intelligent Device), +7 research, +1 Shield, -2 cash
Nobunaga: Can build "Realpolitik: Good Neighbor" (+1 culture/influence, 1 maint), "Realpolitik: Annexation Plebicites" (+1 culture/influence 0 maint, req. Good Neighbor), and "Realpolitik: Gradual Integration" (+1 influence, reduces corruption, 1 maint, req. Annexation Plebicites), and can build Edict: Mercenary Contracts (2 maint, 1 culture, allow Veteran Ground units, available from the start as an early military space station)
Qianxing: Can build "The Dark Star Facility" - SW that generates +100% science, requires Black Hole in radius, and 3 Hyperphysics labs, and "Policy: Integrated Automation" SW that reduces War Weariness, requires Mantle Complex, available sometime after True AI. Basically, military ships are a lot more automated, and thus suffer far less casualties in wars.
Franklin: Can build "Policy: Trade Federation" which increases cash by 50%, and reduces corruption, requires river, 3 maint, and "Zwicky National Archives" 100 shield GW available from start, requires capital, goes obsolete with Quantum Gravity, +100% science boost, tourist attraction.
List of things to do:
* Flesh out individual alien faction playstyles
* Finish up Human faction unique units (6)
* Playtest the 8 Human Civs so I have a general baseline of what to work with
* Add graphical icons for Technologies
* Adjust units to be uniform in style
* Work on a more appropriate UI interface in terms of color
* Civpedia entries, script and labels.txt files, and diplomacy.txt files