Well, since you asked....
(This is probably going to be longer than intended, I apologize in advance)
Its nothing special, just a mod intended to translate colonization into civ terms; it's going to be purely new world, that is, not at all like the Conquest, where you are taking treasures back to the Old World. Rather, it will be set in a theoretical situation in 1520 where expeditions have been sent out from between 4-7 Old World powers (depending on map size), and which can last up until 1820, with a Declaration of Independence as the space race (since its rather impossible to have any Royal Expeditionary Forces show up for battle, as in SM's Colonization). I'm using cash crops and precious metals as luxuries, chapels and 'patriotic' improvements as happy-face generators, and missions, 'government' improvements, and trade improvements as culture generators, and plain ol' ports as colonist generators. Colonists can't be built normally, of course.
Oh, and, the natives get screwed

All units cost population (disease), granary/aqueduct improvements not available until late in the game (more disease), units are much weaker than europeans (even more disease, plus technological inferiority). The only positive thing they get is cheap settlers, to encourage the computer to 'migrate' away from European civs.
Still playable, of course, with their own tech tree and unique techs, and with a 'possible' resurgence if they survive the European onslaught, but the player focus is intended to be on Europeans, much like SM's Colonization; the natives are there to impede and add flavor, not to be an actual threat. Oh, and RedAlert, I planned on using 2 or 3 of your city graphics sets for this, I think. Hope thats alright! I've already started work on some building graphic conversions from tropico 2 screenies (see the pirates thread for that), and of course I can use my canyon graphics! (only in Arizona for the Earth maps, though...which I'm making/cropping 3 sizes of, with historical placement of natives). The only thing I'm concerned about is how the computer will react to starting with a settler and defensive unit on unbuildable land with a ship next to it; I haven't finished the extensive pediaicons changes yet, so I haven't been able to load the mod fully. But at least I have all the unit names and stats, as well as the tech tree, set up! Once I get a loadable version, I'll make a preview thread.
For a unique unit, I'm probably going to use a generic "Wilderness Explorer" of some sort, in the vein of Sieur de la Salle. Are there any trapper graphics out there?