As for Czechoslovakia/Poland -how about loading them up with VLs?
Victory locations are primarily loaded up in Western Europe. If Warsaw Pact aims to win, they must go get them.
Also, the national resources take the place of luxury resources and represent several things: cultural or soft power influence, luxury goods, political influence, and technical know-how (so as to produce nation-specific weapons systems). I wanted to make Poland/Czechoslovakia share a resource because their arms industries
are were built along similar lines, allowing us to streamline the unit roster.
Skoda facilities would no doubt provide spares to all WP countries ? After it was delegated by Moscow to produce them as a single source .
I thought about making it a wonder a long time ago, but what would it produce? Rolling stock? Also considered making a railroad resource but again, don't want to overload resources. Each resource has to be essential to produce something so the AI and player will want to trade for it. This is why tobacco is out of the game now.
No PIKO trains, unfortunately. Hungary got one automotive resource, but it's next to Gyor to represent Raba since there was no room left around Budapest for Ikara.
The next versions of my mods and scenarios will use the Flintlock mod instead of the Antal1987 exe. Do you use the Flintlock mod for your next versions of 1989 and Worldwide, too ?
Worldwide, yes. 1989, no. This scenario is so far along and I just went through yet another tile-by-tile audit of all the units and airbases that I can't do it again. I did some experiments specifically with the artillery routine of Flintlock and it did not go well. On the other hand, I changed the artillery back to regular bombard (not naval bombard) and the AI uses it quite well on the front lines. The issue is the ratio of artillery to defenders, which does not work well with the units as they are now. In current game we do see defense units escorting artillery, but when I tried with Flintlock they went nuts. I'm sure that with many countless hours of testing and refurbishing I could get it to work better but just don't have it in me at this stage of the game. As Oz said, it's been 10 years and still much to do before the year is over, including more tech tree work, resource balancing, checking AI behavior, and yup more units. I am looking forward to the day when this mod is done and never needs to be touched again.

However, there would be nothing to stop players from using the Flintlock exe, whether it's just for little things like the civilopedia graphic or trying to make big re-balancing. But with this scenario so far along in development, I don't want to make it dependent on the Flintlock patch, which precludes things like Airborne School wonders.
Worldwide is a different matter and I am looking forward to finishing this so I can get back to that. Like you, I am excited to see what we can accomplish with all these new wondrous tools in an epic game setting. There were already many changes in that mod to the combat system, governments, and traits even before the Flintlock patch. It has been interesting reading your takedown of Civ 4 in the general discussion thread

)). You and I have some different perspectives on the game which means the mods will each be a unique take on the subject. This is good as it means the new worldwide will not simply be an inferior CCM clone, but instead players can try both and have a different experience.