Some quick comments. More later.
Okay. I just didn't know how close you wanted to adhere to Rubin's view of showing bases.
I'm not really sure what Rubin's view on bases is, that is if the absence of tiny buildings is intentional or not.
For instance
here he says "I could not avoid to change the models to include empty space, because otherwise the Peacekeeper texture would mess with the University texture (I fixed a few domes as well)." Does the need for "empty space" for some reason have to do with the absence of tiny buildings? I haven't got a clue. As usual, I don't have a clue what people are talking about when discussing citysets.
You could prepare the ErasInfos.xml for 12 factions, and tell me if you just add new ones above (renamed) existing ones or replace the whole thing with new era's.
I'll release a new patch today or tomorrow.

I figured I'd just add new eras. I assume removing all references to the old ones would be more work than just leaving them in place. Or am I wrong in this regard? In any case, the "ancient" era definitely needs to stay as that's where all techs belong to.
On the topic of Era's: if you created 25 era's, I could swing it that all factions start with the same prefab kind-of-style cityset (think the prefab hutches the fieldlabs are now using). After say the first tier of techs, the faction-specific citysets start to appear in a second era (this is where the first batch of 12 era's after the first comes for) and finally after another tier of techs the final 12 era's show each faction in their full glory (provided they all *have* a cityset of course

).
Hmm, that could be definitely cool. I always found it a little ridiculous for instance the first thing the Peacekeepers built after Planetfall was a Taj Mahal lookalike. Talk about white elephant projects... I guess the Greenhouse nif could also be used for early city looks.Anything else?
Plus I was thinking of making two eras for technology anyway. That way the player could start a game with the Pirates and Angels in the second era. Though I'm not sure how yet if that could work.
Link for background reference.
I'm not sure how a second set of twelve eras would work though. Is there enough art for this??

Besides, as the game progresses and bases become bigger, I guess bases become more impressive looking automatically anyway.
Another thing: I have now for the University faction linked most facilities I could find in the first part of the CIV4ArtDefines_Building.xml file to one of the four graphic models I reserved for facilities. Problem is, in the civipedia of the mod I can see there are quite a bit more facilities not refered to, and those are a bit hidden in the ordinary civ4 facilities. Could you delete all the entries in that file which are not necessary? Would help me to see what's in the mod and what's not. I'm particularly doubtfull about facilities with similar names like the factory and hydro plant.
I had a look. The only base facilities which are definitely not needed and I should remove are the "Nerve Staplers" and the Soil Enricher". Probably the "Biosphere" as well, though I might still use that name. There are a whole bunch of other unused base facilities in the XML files. They have as their tech prereq TECH_NEVER. Those I *might* use after a tech tree review, but I'm not entirely sure yet.
It's the nature of modding however that content gets added, balanced or remove all the time, including some facilities (though the ones you already put in LSystem are an assured value of course). Therefore an LSystem which doesn't require me calling on you every time I add a base facility would be preferable of course.
So I'm wondering, if I add a new facility, can I just eg use LSYSTEM_CRECHE for that facility as well, and will that work correctly?
The way you added building LSystems to the file kinda looks understandable to me in fact. Who knows, mimicking what you've done, who knows I might be able to add a new facility to the LSystem file myself.
And while I'm at it, any reason why a HQ and Governor's Office should be together in the first base? I've seen you created seperate entries for the HQ for each faction, so I reckon it should be possible to give each HQ the same properties as each faction GO and python the GO away from a base which contains a HQ.
It's the HQ which adds the GO to all bases as a free building, including the capital. Trying to do the same thing in python, I'd probably have to account for all kinds of special situations like bases being captured, the GO being able to be destroyed by spy missions etc. I'd like to avoid that if possible.
But why do you want the GO away in the capital? If you don't want two big buildings in the capital, perhaps the HQ could be turned into some tiny building??
O yes, a question about the HQ. Are its properties faction-specific too, or will it give the same things to all factions?
All effects currently given by the faction-specific HQs could be given to the GO as well. Well, with one exception. I heard that the city defense bonus given by Chichen Itza can never be removed by bombardment. Unlike city defense boni given by local buildings of course. So I figured for the Hive it would fit best if their defense bonus was given globally by the Headquarters building. Kinda hard to break underground bases by surface bombardment.
Okay, attached is the altered files (graphic and xml) I worked with, and a screenshot showing you a bit of what I've done. You can do a simple drag and drop on the folder into a test version of the mod on your computer. Allow overwriting when asked. I also included the unaltered xml files just in case you want a backup.
Thanks! I have downloaded it but not yet tested in-game.
It looks awesome though on the screenies. And your screenshot includes University buildings I have never seen before.

Are there others which haven't been shown on the screenshots in this thread yet?
Btw, where did you get the satellite from??