Finished the game about turn 250. Overall impression is really good. I encountered no more crushing bugs. There a couple of minor ones however.
1. Looks like Stock Exchange does nothing. No flags were cheked for it in the editor. It also requires analytical engine to be built, but Telegraph Station makes more sense.
2. Juggernought does not upgrade to Land Leviathan. It also has blitz but Land Leviathan does not.
Some observations from my game: Lunar, Underworld and Martian civs really mind their business. Space civs never made contact with earth civs. I think, underworld contacted earth very late in the game, maybe at turn 200. They were pretty backward compared to earth civs (less possibilities of tech trade, I suppose?) and, in my opinion, had way too much space to enjoy. There's also very little motivation to go to space or underworld. By the time I solved problems at my continent, I really didn't need more colonies (which would do nothing for me too, because of high corruption). The main exception is etherium, which is required to finish time machine. But I simply bought it from selenites for some tobacoo. I also think that because of Ivory Europe and Asia has a slight advantage at completing time machine compared to Americas. They both have relatively easy access to it from Africa and India, while American factions have to travel oversees. I managed to win by seezing Ivory from Siam.
I feel that naval units are a bit too slow too. Propellered islands with movement 4 felt like an eternity to travel through ocean. Maybe, add a universal small wonder, like Blue Ribbon, which could increase movement at endgame? Or make all vessel travel in coast like through road?
Kontinental Allianz totally dominated Europe, Africa and Asia. They overran Russia and Ottomans early on and than only expanded (I liked the idea that they forcefully join countries to their confederation). They had about 200 Land Leviathans compared to my 20 or so by the end of the game, and my US were the second strongest country.
Some fluff questions. First, why Commonwealth has so little presense on the map? As far as I can see, they have only some colonies at Canada, South Africa and Australia. They are but a shadow of what they should be. Second, why Portugal and not Brazilian Empire? I struggled to find Portugal on map first, knowing that continental part was rolled into France. Just in my opinion, adding a South American imperial state woulld add "steampunkness" to the mod. But up to you to decide, of course.
Concerning balance, including a couple of reminders just to keep everything in one place, I have the following suggestions and questions:
1. Cosider applying interturn wait time reduction techniques to the mod. By the end of my game time between turns became unbearable, easily could take 5-7 minutes.If you remove sea trade through harbors, it will also motivate to expand to the moon and mars to gain etherium.
2. Consider reducing overall corruption level. I had only like 5-6 cities by the end of the game, which stayed productive, desptie me having Fascist government and police station at every city. A second corruption reduction city and/or small wonder wouldn't hurt here.
3. Pollutions really hurt at early stages. Maybe, reduce Clear Pollution worker job time like by half?
4. Why planting forests is restricted? I found it very useful to add some shields to cities which are surrounded by meadows.
5. I have an impression that lunar civs struggle at tundras. Maybe add more food bonus resources to the moon?
6. As I mentioned earlier, adding one more attack unit at machine tooling upgrade line would help quite a bit. I understand that it won't be easy to add flavour unit to lunar/mars/underworld civs, but maybe they don't need it as much as earth civs which struggle for space. What about returning gattling guns as defensive units and making bicycle gun an attack unit, an upgrade from cavalry which futher upgrades to land ironclad?
7. Air bombers are really hindered both by Flaks and Rocketships later. Consider either toning down anti-aircraft meausres or adding another air bomber unit later. I switched to spamming artillery very soon after my opponents got flaks.
8. Both air bomber and siege cannon are a bit too powerful in respect to other units for their time. I remember, steampung earth had two types of artillery units at least.
9. Commandos are really nice addition and great for waging wars at jungles of Amazonia, but they really fall behind after introduction of Laser Infantry. What about adding another paratrooper unit in the late game with stats around A10, D6? Say, at
rocketry?
Also a couple of suggestions for graphics:
1. Battle Droid unit is really nice, but a bit too much sci-fi in my opinion. What do you think about replacing it with more "atmospheric"
Olai Robot?
2. Same goes for Flak. What about adding
anti-aircraft automaton instead?
All in all, the mod is great. I am very greatful that you found dedication to finish it after all those years. Keep up the great works. You need just a bit of polishing at this stage.