Electro-magnetic launcher: production increase (should be buildable only in the equador area)
Flying Hall/Dome: +happiness in all bases (is a huge space in which people can fly by using wings in low-G)
Deep Space Array/Observatory: beaker increase in the city in which it is built.
Lunar Network: Free tech for x number of other civs having the same techs.
Solar System Reconnaissance: probably a late(r)-Era project/wonder, a manned mission to all objects of significance in the system. +happiness, +beaker (or free specialist(s))
Project StarProbe: robotic mission(s) to the nearest star(s) of interest. Let's say it gives a delayed beaker increase, simulating the later arrival of that probe. Or else an increasing amount of free beakers simulating the added new scientific info beamed back from the probe(s) as they progress.
The Ice Mission: +health, but also +commerce (ice sales to other civs). is a capture mission of an ice-planetoid.
If possible, I suggest coding this wonder with a limited lifetime. Or even better, make it a national wonder with gives 3 waterice resources, so the player can trade two of them. But again, give it a limited lifetime. A rebuildable national project so to speak.
LPS (Lunar Positioning Satellites): +health perhaps for the life-saving feature of knowing where you are when in trouble (for all civs with which an open border agreement exists with the civ owning the wonder), and a defense bonus for your bases (the one initially launching those sats have the master codes, and they can be used to track down "unwanted" movements)
Lunar Olympic Hall: Let's say it is a "culture bomb" once for every x number of turns, when the Olympic games play. Let the amount of culture depend on how many civs are at peace at the turn the olympics play. Wouldn't put the culture output too high, depending on how offen it is Olympiade.
Now: let's see if we can get the mod working on my system.
