Hi! As an old-time SMAC fan (favourite game ever!), I just found out about this mod, and bought Civ IV just to play it, and it's been a blast! Really well done. I love the way the expansion factions come into existence as the game progresses, the way the Planetary Council expands, and the way Planet sometimes successfully "prunes" particularly annoying colonists. You've also done a very nice job on the Gaian and the Morganite factions in particular, and on the graphics, and on adapting SMAC stuff to Civ IV, and and and...
I've started about 5 games so far, of which two, both as the Gaians, have gone long.So here's my critical observations so far (other than a lot of "this is awesome!")
Here are some places I noticed holes in the documentation:
General documentation
> Setting up the SMAC wonder movies. I had to start reading a 60+ page thread from the back to find out where the files go. You should tell the player which folder the bik's go in somewhere in the first two posts on the download thread.
> "Game settings". In particular "tech brokering off". You should mention that it's recommended to play "custom" games with tech brokering off in the first two pages of the download thread as well. I played my first few starts with tech brokering "on" by default because I didn't realise that it was intended to be off until I'd read quite a lot of posts in several threads.
Datalinks
> The datalink for the "Free Market" civic tells you that you need "Superconductor" tech to unlock it, but the datalink for the "Superconductor" tech (and the description of Superconductor on the F6 screen) don't mention that it unlocks "Free Market".
> The effects of the special headquarters and governor's buildings for several factions can be found in the Datalink pages of their respective factions, but most of them are not linked to under the "buildings" and "wonders" categories in the Datalinks.
> It would be nice to have a description of the Concordat in the "Planetfall Concepts" section. (I think I've figured it out by now, but it was very confusing at first.)
> It would also be nice to have a description of Protectorates. I still don't know exactly what these are. Possibly this is because I'm clueless about Civ IV, in which case, can you tell me what Civ IV concept they reimplement? (In particular, playing as the Gaians with 3 Protectorates that have negative Planet Attitude scores, I wonder whether they will all declare war on me when I adopt the Transcendence civic?)
> The "Hints" page in the "Planetfall Concepts" section seems like it could use some editing. The same text is repeated several times over.
Now for
observations on game play, which I know you're not excited about hearing from a newbie player, but I'm going to say them anyway

. The first two issues are newbie issues anyway.
> My first suggested change is a really tiny one: in Assets\XML\Buildings\CIV4BuildingInfos.xml I noticed that the Gaian biology lab and the general biology lab (BUILDINGCLASS_BIOLOGY_LAB) had the same iFlavour scores. May I suggest increasing the Centauri iFlavour score of the Gaian biology lab to 20? I'm reasonably sure that that'll just make the game recommend the building more often when you're playing the Gaians, which would be a good thing. (If it also makes the Gaian AI build the building more often that'd be pure bonus!)
> Second, it would be nice to have the option of returning to the starter civics if you want to. In my first game I took "Biodomes" without noticing that it stops planting of forests. (It does explain this in the Datalinks but apparently I had temporarily forgotten how to read.) I'd have liked to return to "No Ecology" so I could plant forests but I couldn't.
> A third, more significant, possible change: start Hyperian units with the "Hypnotic Trance" ability instead of the "Empath Song" ability, since that'd be useful to all the AI factions, whereas Empath Song is only useful to factions with high Planet score. Unless of course there's a theme reason for giving them Empath Song (some reference I don't know.)
> A comment on a central issue: I'm surprised that you removed the ability to steal techs from the mod, since it's present in vanilla Civ IV and was a central part of the SMAC design. I'm presuming that's a flavour choice? (OTOH I'm glad you got rid of base stealing, which was very overpowered in SMAC.)
> The Believers. They seem pretty blah compared to the other factions. I have read everything I could find on them in the datalinks, and played a game as them for about 100 or 150 turns, and they don't seem to have any distinct play style, but were more like playing Morgan or Lal without the fun bonuses. They also seem rather weak in AI hands, having done badly each of the times the AI controlled them. I can see where their ability to build colonists and formers fast might be very useful at very high difficulty settings, but it doesn't make them very distinctive, particularly in the hands of the AI. I also don't get the impression the AI gets much use out of that ability. Their combat bonuses could be very handy in the early game but they won't get them until tier III tech at the earliest, probably tier IV, by which time they're one among many such advantages. It's entirely possible I missed something distinctive about them, but I looked pretty hard. So you might want to look at this faction again. More about them later when I talk about the game's religions.
> Civics, in particular from the perspective of not playing at high difficulty levels. I've read where you said that you aim for balance at very difficult settings. But for those of us who, like me, don't play at those levels, it'd be nice if the game were balanced at more standard difficulty levels. The thing is that "Democracy" and "Autarky", in particular, are not very significant at Noble difficulty. It's one thing for me to chose Fundy over Demo as the Gaians, but it should be a significant choice. Here it was more a matter of tossing a coin between insignificantly different options. (I liked the way the choice was set up in SMAC, of course. But here I'm just pointing out there's an mid-difficulty-level balance issue, if you care about such things.)
> Religions. Here's why I mention religion. In my first game as the Gaians, Yang researched Centauri Meditation first, so in that game I had a to wait a long time before I actually got the religion that's the only right and proper one for the Gaians

. (And let me just say that the way you've translated SMAC concepts like Voice of Planet to Civ IV concepts like religion is one of the things I love about this mod

. I didn't like waiting much, and it was pretty humiliating to be out-Greened by Yang of all people. So my second Gaian/current game I made a point of, not quite beelining to Centauri Meditation, but I think I only took one tech that wasn't a prerequisite for it. Once I got Voice of Planet (VoP), I naturally made a point of aggressively spreading it around all the AI civs I could find. Now, since I quasi-beelined to a tier III tech, and the other religions are triggered by tier IV techs, I had a LOT of time to spread VoP around. So now it's 2475, and all of the AI factions except two have the religion "Voice of Planet". Only the Spartans and the (3 base) University have more than one religion, so all of the big factions except Yang and Santiago are Fundy, so they're going to stay with their one religion... VoP. (So for example the Believers are Fundy VoP, and Morgan is Fundy VoP, and Lal is Fundy VoP...) Which in turn means none of them can take the "Terraformed" civic! Even the ones that have farms all over the place! They don't want to run Hybrid, so they're all running "Biodomes". I have so messed with the AI's head :>.
Now this wouldn't be a problem, except that it's SO easy to do as the Gaians. It's good that you can get VoP as the Gaians. But at least some of the other religions - the others aren't so distinctive - should come into play before the tier IV techs, so it wouldn't be so easy to spread one religion (and, in particular, a religion that blocks an important civic, and which the AI doesn't understand the implications of) to everyone.
I'm thinking of tying the "Edenism" religion to the "Defence Logistics" tech for my house rules. Which would mean the Believers start with a religion on turn 1 of every game

. (Of course, I wouldn't give them Missionaries until some tier III tech so Edenism doesn't spread everywhere.)