Personally, I think we should focus on fixing air combat, I mean, In the Battle of Britain, British pilots shot down so many german bombers, I don't see how 3 HP out of 75 makes any difference? It also puts naval units in great danger, don't tell me to first get air superiority, YOU CAN'T!
I also think that you should finally work on the Unique Abilities, British AI us getting thrashed!
BTW, air recon isn't neccessary without fog of war
it's more 5-7 HP, and it makes a difference in the attrition war.
which naval units exactly ? medium/heavy bombers are weak against them, unless promoted, attack aircraft are dead meat for your fighters, so only fast bombers are a threat, unless your naval unit is already badly hurt.
And FoW is back, thanks to the fix for combat events.
And on second note if you do go to G&K which would be awesome will you keep their espionage system? or maybe integrate it with the radio idea you had?
I don't think the melee naval combat and the current espionage system will fit with the mod. If integrated it will have to be redone (change the "coup" mechanism, add "army position" mission, remove tech stealing, etc...) and it seems to be hardcoded AFAIK, which means harder/longer to edit.
Now something more like treaty proposal from CS to make them chose side would be interesting. They could have territorial demand for example, or ask for defensive pact or a military alliance against another Civ/CS.
If we keep it simple, it could be relatively easy to implement with define tables at the scenario level as the one you already use for transport or military operations.
What would have to be defined first before coding is the type of missions we may have, and the resulting obligations.
Let's take an example, please do not discuss it's credibility, it just for a possible mechanism presentation:
Before the war Poland could offer 3 different "treaty proposal", one can be chosen by Germany, one by France/UK, one by USSR. It would be available in the diplomacy screen of a CS to replace the "gift gold" menu.
Once you take a treaty, a corresponding project will be unlocked, you'll have to complete it in one of your city to "sign" it. The projects could have different cost, depending of the "realism" of it, or the level of "obligations" to respect it once signed. It would represent the time for negotiation and the side transactions (armament contract, etc...)
Completing the project will give you influence, and if the treaty was linked to a "concurrence" like in the example, only the first to complete the project get influence, the others lose some.
As said above, the treaty could also give you obligations automatically applied like declaring war at a specific date to another civ, defending the CS if it's attacked, give it specific cities near their territory if you capture them, etc...
The UI/obligations thing is not a problem, it would "just" need a bit of work to allow the AI to use that mechanism.