Like the streamlined tech tree. Enjoyed seeing characters like Tank Girl.
edit: Might want to cut down on the number of factions and make the remainder more distinct, with individual features. All these different ones are confusing, especially to newer players. Fewer, more interesting traits rather than vanilla.
eg:
Lord Humongous, Raider, two caravans pop instead of just one.
Completely agree.
There is very little differentiation between faction, and it doesn't really matter which one to take.
It will be nice to have different starting bonuses as Aeon221 suggested, and maybe some UU and/or UB.
One Civ may have bonuses in the desert (like +1 food, +1 hammer) to specialise to it.
An other Civ may have a UU that replace the standard (and rather useless) Ute, so they can have early fast units for raids.
One Civ may have a chance to convert barbarian after a successful combat.
Another Civ (if possible to code in the SDK) could be highway patrols: attacking anybody on highways and rebuilding them : It should fit in the Mad Max scene.
AI seems to have a lot of trouble expanding with raging barbs on. Lack of early offensive units made it easy for me to camp a civ into their capital city, which opened up some early expansion opportunities. After I got my second city up, Fireball popped and I used him to slaughter two civs. He's a little strong.
Life without Ammunition Factory is really tough (the defenders are the main unit for early/mid game with enough strength to deal with any enemy).
Any civ that doesn't build enough of them early on is as good as dead.
Fireball is really a badass in the early game and if the other Civ is not too far he can be the spearhead of a very successful invasion.
However it's not really overpowered... with a strength of 10 he can be easily disposed by a couple of guardians (str. 12).
Yes, Fireball is superstrong if your neighbors do not have any good units to counter it (early in the game).
...however if you get Fireball and Tank gal one after the other... then there is little to stop you.
Eagle is not very strong, the same for Ghost.
I used them for exploration and fog busting.
Barbarians seem to be the primary foe, and in the mid/late game,
Even if there are several AI remaining the primary foe of the mid/late game is the barbarians.
All your borders are under constant pressure, and the large areas of unexplored wasteland ensure hordes of them harassing you.
The human player can deal with them quite ok (sometime can be challenging) but it's really hard for the AI.
In general the mod gives a great feeling of a survivors' society trying to survive in a very hostile environment: it fits with the background that hostile barbarian and limited development are the main enemies.
It's really fun to play... you don't have hundreds of units.
Just a few, and all of them count.
I enjoyed organising expeditions to clean up a small region from barbarians, build a new city and connect a road to another civ (my vassal).
It's definitely difficult to give civs personality, which is why I'd encourage consolidating some of the similar ones. For instance, I like both the Aquarians and Hopeville, but I'd be hard pressed to say what makes one different from the other.
As to Civics, well, stuff like Vassalage and Serfdom seems a wee bit out of place. And Environmentalism? That's just cruel. Also drafting appears dead.
Of the Legal Civics, Vassalage, Free Speech and Bureaucracy are all very useful in their own ways. You could easily rename Free Speech to Defensive Doctrine, Vassalage to Offensive Doctrine and Bureaucracy to Economic Doctrine. Related bonuses, buildings or units.
<... snip...>
I agree on most of the suggestions... I didn't play enough to suggest anything specific myself.
One small thing, computers should come later, maybe after some tech to get electric power first.
Not only because computers need their juice, but also because you can too easily beeline to rockets and get free rockets from the ruins... this include nuclear missiles.
One last thing, please, add a Drive-In:
http://www.imdb.com/title/tt0090915/
If you didn't watch the movie, it's supposed to be in a collapsing Australia (not after nuclear war like in Mad max, but it has a similar feeling): drive-in theatres are turned into concentration camps for the undesirable and unemployed. The prisoners don't really care to escape because they are fed and they have a place to live which is, in most cases, probably better than the outside. Crabs and his girlfriend Carmen are put into the camp and all Crabs wants to do is escape.
Drive-In world wonder, no angry in the town.