No, the posts at the beginning are just all MtB's work, not updated at all from the thread. It would take way too much time to update it with all of the suggestions in this thread, and it would probably end up being about the same length anyway.
RE: Domestic food and production distribution. They are good ideas, but they need to be restricted, or city placement will become a non-issue, which would be even more unrealistic than the current system that allows for no trade of food and production.
There are a few threads that discuss this type of thing, if you wanted to take a look. This one, this one and this one (a little more complex).
Like LT, I don't really understand what you mean. Are you missing certain special abilities? Then it would be best to point out which together with a suggestion how they could work within the engine of Civ4. If you miss the workshop feature itself... as I wrote in cursive, the scope of the Planetfall Mod is the Civ4 engine. It can be no 1:1 conversion and it is also not intended that way by Maniac (because then we wouldn't have many nice things from Civ4 as well). A SMAC workshop is impossible (see also the FAQ entry), biggest problem the AI not using it. So there is no gain bringing up such a general request again (BTW, the workshop was a great toy in SMAC, but OTOH had some serious balance issues...and I'm not sure if they could be resolved by just making some things costier or if they a just inherent design issues of the WS, which allows you to create "best units" all the time); also like LT pointed out, the promotion-style special ability system allows already nearly anything SMAX had. Automation routines fall in the same category...would require tons of work, if possible at all, for very limited gain (many players don't automate at all and would hate it if forced or ignore it, if it is optional) - I would prefer a better AI in regard to understanding the features of PF a lot over automation, given that ressources for development are always limited.
You can help Planetfall a lot more by bringing up specific requests (like a unit/SE choice/building/... you miss, together with an idea how to implement in PF), reporting bugs/AI issues or discussing some of the current topics in the subforum (ideas for implementing the SMAX factions for example).
I also miss the workshop as the great toy of SMAC.
From the explanation above (quote) I understand the Civ4 engine wo'nt permit it.
Is that really the last word?
Still I would encourage thinking about the idea of getting outside the boundary's of the playfield. It could upheavel Civ4 as a whole. (to Civ5)
For many MOD's ( and ModMods ) it would be a great help to construct something of general software to (temporarely) get besides the engine and then return with some changed parameters.
I have no knowledge about how tightly closed (impermeable) the engine is, but surely you guys know about the input/output model... It cannot be limited to keystrokes and mousemovements only, I guess.
There must be some Leonardo amongst you to solve this !
Just trying to give it a kick, like an old motorbike ..... sometimes it works, maybe it is too hard and it is broken forever .... and we sadleyhave to accept that this really is the last frontier of Civ4 itself.
Thanks for all great MODs.
Best greetings and good health to you all !
Viator
most of the suggestions will definitely not be in any civ game. this is a game, not an exact copy of reality.
Suggestion
Make food a lot more like commerce, or hammers. IOW, the each city will keep what it needs then distribute the rest to where it's needed. Then, make city growth more dependent on available hammers and commerce, like Decimatus suggests. Then, each city will have "reasons" to grow besides there just being a lot of food around. Note that this would not negate the importance of city placement: resource-rich locations and locations along rivers and coasts would still be premium sites.
Commerce distribution to where it's needed is done automatically in Civ3 and Civ4, without need for micromanagement. Food could be done the same way.
This would reinvent the mechanics of city growth, which would make Civ5 less of a rehash of the previous versions, without completely changing the game.
Also, this would make those high food, low yield grassland cities very important and strategic. Your high-production industrial powerhouse cities will starve without those resource-poor grassland cities.
And, as many people have pointed out, that solves the realism problem of large cities needing to grow all of their own food, which is true of exactly zero real-world metropolises.
Small suggestion
IMHO, making mountains and desert completely worthless in Civ4 was an overcorrection. I think it would add something back to the game to make mountains and desert worth at least a little something in return for developing them.
A workshop shouldn't take up an entire tile, but an industry would.
Overall I think economy and production could use a major overhaul in civ 5, as well as warfare.
I know these are a lot of "realism" suggestions that people fear would get in the way of the fun, but I think if implemented properly they do not need to be overbearing or overly complicated.