I'm usually to busy creating to play any new games with a modpack, so I usually stick to scenarios. I just had two weekends of Star Trek, so it's back to creating again.
I'm currently designing my next project, which is a post-1945 modpack/scenario. It's a little hard to define: I'm not calling it a "Cold War" scenario, because that raises expectations that the scenario file should be a rather rigid re-creation of post-1945 history. Instead I'm more concerned with the units and technologies, and the development of the various sides. It's really more a post-1945 multiplayer environment, allowing for warfare or development. Hard to steer a middle way.
The units are all generic, because there are lots of generations. This means I don't need any special technologies, so the whole thing is suitable to play as a mod-pack. I always allow lots of research by having a stuffed tech-tree, and within certain hard-coded limitations, this will as well. You can use events in a normal civ2 game, so for a modpack you could have simple background texts about some of the technologies, actual events, etc. It can be made interesting.
The only problem I'm going to have is with the barbarians - another hardcoded liability. If you want a classic mod-pack, then you are really restricted in what units you can have and in what slot they go. An additional problem is the sound associations have forced me to order my units in such a way that a lot of the ground unit slots used by barbarians are now taken by air units. Though I think I may have a solution, it's imperfect as the player could only choose the "Village only" set-up option for barbarian activity.