You mentioned above a lack of ideas for units. I love Post-Apoc as a genre and game design is a major passion of mine. If you have a design document going over currently done civs/techs/policies/units/etc Id love to help brainstorm what more to come.
i plan to pretty much remake the whole game. very little to nothing from civ 5 will make it into my mod.
maybe some icons here and there.
but feature units and resources will be gutted for new ones.
i do plan to add an ideology called restoration that will allow for the replanting of food resources.
i might even make a faction that can do it from the game start. giving them the seed vault capital replacement. allowing them to occasionally plant crop and luxury crop resources using great people.
i have even tossed around the idea of using a lua to delete certain resources half way through the game.
this would require me to overload the map with resources anticipating as new ones are unlocked some will be deleted or USED UP during the game.
i plan to definitely add resources that will be created by specific units/great people.
i want this mod. to focus or the world being destroyed and the player attempting to rebuild it in their image, whether that be through war, restoration, or other means.
so far my basic ideology ideas are techno supremacy, genetic supremacy, restoration, genetic purity, religious fanaticism, and the last war ideology.
each one giving unique units and civ based unique units at times.
hive and mutants will get only total war and genetic supremacy ideologies plus any i make specifically to them to choose.
i plan to deny certain faction from taking certain policy and ideology choices.
like the hive and super mutants will not get the restoration ideology, but i will give them a unique ideology only they can choose if the desire.
i cant remember the mods name. but there is a mod some where out there that allows for additionally ideologies. it allows you to take a secondary ideology off its secondary ideology list. but it comes at the cost of it also taking up spots in your total ideology tenant count.
i tossed around the idea of maybe using that system.
I definingly plan to make ideologies define the late game units and building every one has access too.
all civilizations and balance i plan to thrown out the window making no one civilization the same.
early game all civs will look unique from one another. then mid game they should start seeming like regular civ most people having similar units.
late game you will start to see more similarities and then more differences.
as some civs will start to use policy specific units along with civ specific replacements for certain policy units.
i am aiming very high. perhaps to high. but this is still a very very very long work in progress.
now that i am working 6-7 days a week it is even longer, plus all the resource requests I'm getting. an my lack of ideas for art styles.
no matter what i do i see a crap load of lua work before i get to making civilizations as i will have to test many features. for example i need to remove trade capabilites from civ including trade caravans and diplomatic trade. i don't want hive or mutants trading at all. thier economies will have to be adjusted.
i also need an lua file for once a city in conquered to deletes and replaces certain unique ones for basic ones. for example if you conquer a hive or mutant city. you wont want their improvement art for your human improvement so ill write an lua to replace them to human ones. but for that i will need all improvements to be finished and finalized that will be a last touch sort of thing.