On a side note...
Since it seems I have the attention of two of the great minds/modders of civ4 I have a couple of ideas I would like some input on :
(keep in mind that I havnt looked at 2.7 yet, so changes might already have been implented)
My biggest problem is at one point (usually in the early industrial age) I become way too powerfull, researching techs on 1 turn with 95-100% science (with a religion and some well placed national wonders setting taxes to 0 still brings a surplus) . I love the maintenaince cost of units in 2.63 but it seems to hit AIs more than human players. (I would normally have 1 unit on non threathened cities, and then a couple of taskforces doing the dirty job) However the AI have numorous units on each city and 1 city (if at peace) that sometimes have more than 50 units on (Come on! nuke me! I dare you!). My point being, that overexpansion in later eraes is without any problems economically speaking, setting the AIs behind in the techrace and therefore being able to conquerer their lands (sometimes even with tanks against archers) which just produce a rolling stone effect making you even stronger, researching faster ect ect.....
Sollution : Maintenance on buildings.... Having a state controlled factory, airport, port, garrison etc etc. actually cost money. putting maintenaince on a lot of buildings would maker the smaller nations stronger. the larger nations that likes big armies would suffer to much if instead of buildingmaintenance the overall maintenance was increased. the big humanplayer civs (like me, building practically every building on the list and therefore getting a lot of bonuses) would suffer bigtime (maybe even to a point of 50%/50% science/tax) balancing the game, and putting the modern techs back to modern ages (1900+) instead of early 1800.
With that said I have to admit that I'm "only" a monarch/emperor player at epic speed, and balancing could be tricky. But overall I think its the best sollution for all kind of civs.
Another thing I thought about was to put some early unhealthy bonuses on some buildings, as the early cities population wasn't limited by how much food could be produced, but rather sanitarian and polluting factors like diseases and waterpollution, and, believe it or not, when the car was first introduced it was a VERY clean personal transportation method compared to the horseshitting carriages. I usually end up building aquaducts when I build factories. When I think about aquaducts I think ancient Rome....
Just to name a few new buildings that could get an unhealty bonus :
stable (horses in cities, bad thing)
brothel (no need for explanation ;-)
harbour (sailers bringing in diseases from around, visiting the above mentioned....)
(NO, not the stables fool!)
On the same page, when I think industrial age, I see thick yellow/green smog over cities as the industries was placed inside the city. Factory should be much more polluting, same with airport (especially the later versions) and a lot of other buildings. Maybe even put some unhealth on some techs.
Another way to deal with it was to give 1 unhealthy to any workshop build in cityradius same way the shaftmine gets 1 angry. That way you would also promote building lumbermills which is to weak compared to a proletarian workshop. And talking about workshops, they could be replaced/upgraded by factories/industrial parks (the graphic from the waste refining factory) making the world look more industrial/modern. Maybe scale down the workshops or make new improvment factories (not building factories) more powerfull. Also giving workers something to do instead of just hanging around where the sailers go too ;-)
One more small idea :
instead of the axeman carrying a combined stone/bronce/iron axe (I wonder how that would look like) I'm thinking :
Hunting : spearmen
Stonetools : U: axemen req : stone,obsidian,bronce or iron, B: Toolworker/Toolshed/Toolcrafter building providing a stone/obsidian promotion (Stone Weapon) giving +10% to 15% strenght bonus for axemen, scout, spearmen, you name it
Bronceworking : U: light swordsmen (shortsword), req bronce or iron , B: Bronceworker/Broncesmith/Bronceforge replacing the forge, upgrading the Toolshed giving a 15% to 20% production bonus and a promotion (Bronce Weapon) giving +20% to 25% bonus (have to remove the stonebonus in upgrade process) The cities without the bronceforge would still produce wood or stone weapons.
Ironworking : U: swordsmen (Longswords), req iron, B: Ironsmith/Ironforge upgrading the bronceforge and toolshed giving a 25% to 30% production bonus and a promotion (Iron Weapon) giving a 30% to 40% str bonus for any Iron wielding unit.
The important part would be that it would be the forge/smith/shed that provided the weapons (and therefore upgrades) making a ironwielding axeman stronger (but not superior) to a stonewielding axeman. plus it would give some variation on the 3 or 4 early units that takes up most of the game (in years and turns)
Anyway. those are just ideas that I have, and would love some input before I put them to work.