Hah, the same thing happened to me last time I was writing a rather lengthy post, trying to cover loose ends about the bugs in rules.txt.
Before I slowly posted a reply, there were new pixel precise ideas here.
I'm a little annoyed that so many units appear more than once - I guess it's due to the barbarian units. We could do something about that I guess.
Not much can be done, it is all because of barbarian units. On the other hand, if you make more duplicates, this is just an idea, if you cover all slots with appropriate corresponding units, (that is done with units.gif and rules.txt), you can make this mod compatible with almost any civ2 savegame.
As far as units are concerned, that is. As far as tech tree is compatible with any old savegames, I think I'll give it more thought to this later, as it is an interesting puzzle.
I like the new units graphics by the way, I think it's major improvement from what you had to work with from beginning, Blake. Didn't mention it before, because it is a shameful way to drive a tank, and Metro Polis already mentioned it, the navigation was difficult, the units were half in the air, when I drove a tank, made two quick moves already, spotted an enemy militia right in from of the tank, I though there would be a battle, a certain win for my tank, but no, no battle, I just drove right in front of an enemy militia. It wasn't a real game fortunately, just a testing game. Great job in graphics, mate. No more problems with navigation now, even fighters and bombers are just like another chess piece in civ1.
I have another idea of improving the civ1 mod. I'll write more about it later. It's about bringing random map generator of civ2 closer to civ1 random map generator, about tweaking the resources, changing the @terrain section of rules to do so, but before I do that I have to finish some measurements and actually write down the observed numbers in to Excel on a say 40 by 40 map. I already know the two numbers, it's 0% if there were no resources on a newly generated map (that don't happen), and it's approximately 100% on a civ1 generated map (how much in detail I will know later), and then on a civ2 random map, the observations will again show, let's say 142%. Then I'll have this third number 142% and I'll bring it down to about 100%. I think I have some ideas how to do that with Excel.
At the same time it's not just a question about the abunddancy of the resources, but also of diversity or how they are dispersed. Some random map generator algorithm might disperse more evenly than the other. We don't know exactly which one does what, but matching and unifying the resources from both sets would do the trick here, I think, to bring both algorithms closer to civ1 random generator.
I'll try to solve both of these question at the same time.
It's been great working on this game. So many ideas.