Garret, first of all, the good feedback! This is an incredible idea for a mod, and it takes
cajones to tackle an issue like this. It's a great 'what if...' scenario and I loved the feeling of utter hopelessness during the first few turns as Cuba.
Unfortunately there's a long way to go before this is a playable mod (for me) and here's what I found...
Multiplayer
I played against a friend via Direct IP connection but it went out of sync as soon as the game loaded. I disconnected and reconnected, and it was fine until almost the end of the first turn, at which point it went out of sync again. I disconnected and reconnected again, and it went out of sync.
We did play for a few turns in the 'out of sync' state, but quickly realised that we were playing different versions of the same game; I had captured a lot of Florida in my game, while he had nuked the living daylights out of me in his. I did disconnect and reconnect again after that, but it got stuck on 'finishing' with a black screen and wouldn't go further, so we gave up at that point.
Fair enough, I haven't read anywhere that you intended this to be compatible with multiplayer, but I have a distinct feeling that whatever is causing these multiplayer problems is very minor, and although it might be tricky to track down the exact problem, it would be well worth your time, because I think a full-blown six-player game with no AI would be absolutely awesome!
SU-18 Aircraft
Is that the right name? I know it has 'SU' in the name. It has the propeller engine noise rather than the jet noise, and I'm pretty sure it's a jet aircraft. That's an easy fix.
Initial city builds
I have a real problem with the fact that the cities aren't building anything to begin with. At first I thought that was a mod feature and that nothing could be built! Besides, it takes forever during the first turn to go through and set each city building something. My suggestion is to have each city begin by building something appropriate. If you don't like that idea, at least make it pop up the "what would you like to build in this city?" window for every city on the first turn.
AI politics
I know this has been mentioned by others, but the AI grasp of the political situation is paramount to the success of such a politically-motivated mod. It's far too easy to declare peace. I think it could work if the 2 'teams' are locked into a war permanently, although this will change the game slightly in that there will be no motivation to
try for peace since none would be possible. I think that the AIs should have a definite idea of what they want out of the situation, and somehow determine their strategies and allies based on the best way of getting that. Possibly the toughest issue you have to contend with.
Too long!
I know I'm in the minority here, but I simply don't enjoy playing games that last days and micro-managing everything. I prefer to play a game for 3-4 hours from start to finish. Unfortunately your mod takes a very long time for even 1 turn! My suggestion is that you have a 'quick mode' - a totally different, much smaller map, with less cities on it, and less units in place, and locked on 'quick' speed. Although this would take extra balancing, it wouldn't take too much to get right, and would be well worth it to please the people who lack commitment, like me.
Keep up the great work on this mod and I really hope you get some of these improvements in place so everyone can enjoy it better!