RULES OF THE GAME (DIFFERENT FROM FIRST WRITEUP)
ACTIONS
-Die increases and decreases should give a more detailed formua: d3 then d4 then d5 (atypical, but OK) then what? Note that most people would need specific die rollers for nonstandard dice. (Standard being d4, d6, d8, d10, d12, and d20)
-"nations specials" seems like it should be "nation's specials" Also, does this mean I can make Berserker-Engineer-Mages?
-In general, make the interface for categories more distinct. Sample
MAGIC
Subheading
Other Highlight
-Magic: Can my mages simultaneously do one magical research project and some "big magical effect" at the same time? It seems so! Intended?
-"Note that mages can not be trained in this manner unless your nation possess the 'Magical Potential' specialist, and you will need to find another way to acquire new mages in game." I don't understand this compound sentence. Should the and be there?
-VIP Technomancers: Are these just experienced Technomancers?
-"Basic priests have not mystical powers..." I understand what you mean, but that's... awkward to hear in English. "No" sounds better here.
-"High priests are better at all priest actions." I think you meant to say, "A High Priest is better than a normal Priest in all priestly actions."
RESEARCH AND DEVELOPMENT
-Mention research as an action before you mention research actions.
-"Knowledge of the techniques necessary to make chemical explosives. This is a difficult alchemical technique, requiring lots of resources to be useful." Just change the sentence as so.
-Road Crews mentions "+1 Act." Do you mean "+1 Action"?
-There are no mention of buildings for Mages, not even Universities.
SPECIALIZATIONS
-What about overlap when it comes to areas of magic? For example, if you wanted to make a biofuel-powered machine (using the spheres system), this seems like it's a Plant ability and a Machine ability. And since everything takes place over time, why not declare everything as a Time ability?