Cool, those long wings are exactly what you'd need to stay in the air on Mars. I was originaly thinking of a longer, thinner plane, but I think that'd work well fro the Solid booster craft, while this design would be good for the liquid rocket engine craft.
I've just played half way through a game of Civ III using Play the world... It's been a while since I played Civ III and although I love the game, I still can't help but see loads of things I hate about it.

I think we're going to have to really go to work on the game dynamics. There's so much that need changing as much as possible. The main thing I want is choice, and tactical challenge.
Here are some things I hate;
Same size cities for much of the game there is no difference in the size of the cities. They are either growing or at thier limit. The actual growth period is quite short especialy during the middle ages. In this scenario I want an intitial cap on city growth, You will need a water processing plant to grow above size 1, but once you do the improvement needed to grow above metropolis will need a fair investment in materials but will be available from the start. The only limiting factor on city growth will be the terrain and resources in the city radiaus, so you will see a number of different city sizes, from very low in unsuitable areas (1-3) to very high where conditions are favourable(8-16).
The power generator that allows growth to metropolis level will have the "replaces all improvements with this flag" tag and will come in a veriaty of flavours, becoming better with available techs and resources. Low tech generators (nuke plant, hydrogen peroxide plant) will have drawbacks such as unhappy faces and high maintenace costs.
Inflexible governments It shouldn't be nececcary to change governments so much, in real life changes of government are rare.
I'm going to remove the ability to make quick gov changes from all civs, and provide more extreme government choices. You will have a very peacefull gov, with very high unit maintenance, A very warlike government and a middling gove, which is not very good at either, but does leave you prepared for sneak attacks without having to go all out for attack. Each govenement will come in a small empire version and large empire version, so six all together. All will be available from early on, and will have gov specific buildings to imporve them with better techs.
No military strategy challenges Got lots of ideas for this one already.
Wonders are too powerfull! Civ III always has a big problem with runaway posative feedback and wonders make this even worse! Who ever builds the piramids has a much greater chance of building any other wonder, the same with the sistene chapel. Adam smiths Trading company is also just stupidly powerfull. There will be wonders in the scenario but they won't be over powerfull, mostly they will just spawn extra units and give tech and trade bonus.
Units are too cheap Lots of units makes the game too complicated and slows it down. There will be a range of units, some cheap and fairly weak (good for military minded civs) and some very expensive and good (good for governments with high maintenance). However nearly all of them will be quite expensive compared to traditional civ.
Does anyone have any pet hates? Also any good ways of combating them?