Ok Killer, have you seen the show?...Kull warriors are insane powerful...they can take a small nuke to the face and walk it off..
The SG-Team attacking a square away, is ZONE OF CONTROL flag I believe...
Mulitple attacks is Blitz, you get to attack for every unspent movement point...Jack O'neil, and the F302 shold also have that ability
Sounds like it is playing exactly like I wanted it to...how are the Techs running as far as time?...is it too fast or too slow?...
Oh and to make stuff civ specific...
For example SGC, I gave them a SKill called SG-1...I give it to SGC and make it: Not required for Era advance, and untradeable...then you make any skill that is "Specivic" have it as a prerequesite...
Like this...
There is a skill called:Naquadria Refining...it is SGC specific, so it requires SG-1...
The Jaffa , the Goa'uld, and the replicators all have a SKill that noone else can learn, that is required for their tech advances...then you can also make the civ specific techs lead to wonders/improvements or units...
In this game, there is also an "All but the Replicators" skill, so that I could make a tech tree for only the players...(Colonize, Ancient knowledge)
I hope this explains it, if not...feel free to poke around and look at the biq...just start with the techs, and one of the JAFFA/GOA"ULD/REPLICATE/SG-1 skills...