Whoah...lots of things to reply to.
-I like Zur's 3-point political-economic system idea. Let's go for that!
-Govt idea (rough):
Confederation - Looser than a Federation, a Confederation is more an alliance of independent states than a unified nation-state. This makes coordination difficult, as each member of a confederation has its own policies, perhaps even its own currency, armed forces, and border laws. However, the freedom a confederation offers to its member also provides an impetus for a much broader union than other political systems.
-Confederations can begin with up to eight regions.
- Based upon the nation's level of Public Approval, there is a chance that one of a confederation's component states (at least 3, each with at least 1 region) will refuse to devote resources or military forces to a particular cause.
-I agree with Zur and Talis that resources should depend on regions, but I disagree with marking basic things like foodstuffs and timber as "resources," since any industrialized nation should have an ample supply of these things. However, though the distinction is subtle, I would support making excess farmland a resource, and allowing players to choose what crops to grow using it (extra food would boost pop growth, cash crops would increase income, etc).
-I don't think all Specialist units should necessarily cost Oil, especially since you need a Construct just to train them. On the other hand, I think industrial and railroad constructs should take an oil slot, since they imply the use of petrol.
-Specialist Unit Ideas:
Guerilla Infantry - Specialist Stealth Infantry
Can much more readily hide, advance without detection, and set ambushes than standard infantry.
Can readily operate behind enemy lines.
If operating behind enemy lines, carries six turns of supplies and can gain more through raids.
Weaker than standard infantry in open combat.
Requires Guerilla Barracks construct.
Jet Fighter Squadron - Specialist Fighter Squadron
Can travel much farther and faster than regular fighters.
Less vulnerable to AA fire than regular fighters.
More susceptible to accidents than regular fighters.
Takes up two Oil slots (due to intensive fuel consumption).
Requires Experimental Jet Engine Manufacturing construct.
Fortified Line - A vast and expensive network of trenches, bunkers, and fortresses provides a region with a nearly-impregnable defense from a single, adjacent region.
-Very enhanced defense along a single border of a region.
Supply Post - A dedicated system of military storehouses provides an army with a decided logistical advantage in battle, as well as a degree of ease in recruiting and replenishing regiments.
-Enhanced logistics in the region, reduced and broken regiments always return to full strength after battle in the region, reduced recruitment costs in the region.