Looks like the file I uploaded earlier I put in Game.txt instead of Events.lua. Only the file attached to this post is needed to bring you up to date.
Arent we already using pollution markers for the radar?
No, we're using railroads for that. There were a couple annoyances with pollution for radar. First was that you might want to detect aircraft on transporter tiles (this isn't a big issue for marking combat). Second was that if they weren't removed, the other player would get a penalty (instead of a bonus) for detections within city limits.
Changes:
Rules:
Task forces now attack and defend at 7, but have x5 versus missile units (so, 35). This way, along with 3 maximum damage per attack, they are vulnerable to determined air strikes, but can't be defeated by a few lucky shots. Also, with an attack value, task forces can force engagement with the enemy, but we don't have to have a significant worry about shore bombardment, since the value is rather low.
For similar reasons, the carrier has defence of 4 with x5 versus missile units. It also has a maximum of 3 damage per attack.
Critical industry defence value reduced to 25, but hitpoints increased to 6. My reasoning is that way the likelihood of bomb damage is similar to that of other targets (just slightly reduced), but it just takes more bombs to kill. Knowing how 1000lb bombs fare against 50 defence targets, I would wonder how effective 250lb bombs would be. Also, the Critical Industry can be replaced with 2400 gold; a lot, but not insurmountable if the bonus is considered valuable, and, in fact, less than the cost of a jet.
These numbers should be easy to tweak if you don't think they are correct, or play shows that they should be changed.
Events:
Changed default carrier flag special numbers, since the carriers now have AEGIS flag. Also fixed a bug with the maximum damage code. Carrier added to units that take limited damage per attack.
Suggested Art Changes:
Firefighters Improvement needs art.
I think we should have an industrial building as the Critical Industry Art, especially since they are now all actually industry.
Pollution marker, as mentioned previously.
Aside from the player aids/readme stuff, I think we're pretty much done. Maybe we'll need to tweak values after a playtest, but we probably won't need any new mechanics. The only thing I can think of would be to have the firefighters improvement give some bonus beyond protecting from firestorm, or, maybe, re-creating the firefighters improvement automatically after some turns. I don't know if that would even be necessary.