Psyringe
Scout
Some random thoughts that crossed my mind, which I just didn't get around to post during the last days ...
- Racial Resource Appearance Ratio
During my current game, I think I found another reason why these should remain scarce: The AI isn't able to value them correctly in many cases. Two examples:
1. By just giving Lo Pan Trolls, I managed to turn him against his former ally Rjak *and* extorted some gold per turn from him. However as far as I can see he won't have any benefit from the trolls. He is already producing chaos ettins, which have the same value as ettins and are slightly cheaper. He is a good deal away from the third Troll tech that would allow him to build troll arenas. Even worse: If he decides to actually build troll units, I will break his upgrade chains when I let the deal run out. I don't see how he gains any benefit from this resource, yet the AI assigns a huge value to it. This can easily be exploited.
2. The AI will never trade (with other AIs) resources from which it only has one single instance. The human player will, because he can see when a resource is of less use to him. The AI can't, because it expects a vanilla-Civ3 world, where each strategic resource is very valuable and where it is expected that you gain access to all of them in the course of the game. This gives the player a huge advantage at diplomacy.
So, I think we should even go back to the ratio of 20 we had before. Trading of racial resources was a good idea, but the AI just can't adapt to it very well.
- Assignment of units and buildings to races
Some of the current assignments seem non-intuitive to me. For example, I would have expected assignments like the following:
Lizardmen: slow, tough (bonus HP) units, amphibious; fishery improvement (lizardmen were amphibious in Master of Magic)
Goblins: cheap, offensive units, can pillage; improvement with military bonus
Elves: fast units, superior ranged attack (bows), skillful but fragile melee attackers (good attack but -1 HP?); improvement which reduces pollution (living in harmony with nature)
These are just some random ideas with no regard to game balance. However they show what I (and probably some other people too) expect when they hear about lizardmen, or elves. It's no problem to deviate from these cliches, but if you do, it's probably better to guide the players a little. Here's an example:
The "magistrate" now is an elven building. This sounds odd, because (at least for me) "magistrate" is a part of a more "bureaucratic" way of empire management that is entirely human. If you tie it to elves, I suggest to call it "Elven Council" and provide an explanation for its effect that is in-line with "elvish" attributes, like "The Elven Council consists of several elven elders, who use their wisdom to solve conflicts among the populace. It instills a sense of harmony in the town, which results in a reduction of waste and corruption." (should be rephrased in better English, but you get the idea).
I've got some more, but have to stop now, I'm at work and customers are coming.
Later. 
- Racial Resource Appearance Ratio
During my current game, I think I found another reason why these should remain scarce: The AI isn't able to value them correctly in many cases. Two examples:
1. By just giving Lo Pan Trolls, I managed to turn him against his former ally Rjak *and* extorted some gold per turn from him. However as far as I can see he won't have any benefit from the trolls. He is already producing chaos ettins, which have the same value as ettins and are slightly cheaper. He is a good deal away from the third Troll tech that would allow him to build troll arenas. Even worse: If he decides to actually build troll units, I will break his upgrade chains when I let the deal run out. I don't see how he gains any benefit from this resource, yet the AI assigns a huge value to it. This can easily be exploited.
2. The AI will never trade (with other AIs) resources from which it only has one single instance. The human player will, because he can see when a resource is of less use to him. The AI can't, because it expects a vanilla-Civ3 world, where each strategic resource is very valuable and where it is expected that you gain access to all of them in the course of the game. This gives the player a huge advantage at diplomacy.
So, I think we should even go back to the ratio of 20 we had before. Trading of racial resources was a good idea, but the AI just can't adapt to it very well.
- Assignment of units and buildings to races
Some of the current assignments seem non-intuitive to me. For example, I would have expected assignments like the following:
Lizardmen: slow, tough (bonus HP) units, amphibious; fishery improvement (lizardmen were amphibious in Master of Magic)
Goblins: cheap, offensive units, can pillage; improvement with military bonus
Elves: fast units, superior ranged attack (bows), skillful but fragile melee attackers (good attack but -1 HP?); improvement which reduces pollution (living in harmony with nature)
These are just some random ideas with no regard to game balance. However they show what I (and probably some other people too) expect when they hear about lizardmen, or elves. It's no problem to deviate from these cliches, but if you do, it's probably better to guide the players a little. Here's an example:
The "magistrate" now is an elven building. This sounds odd, because (at least for me) "magistrate" is a part of a more "bureaucratic" way of empire management that is entirely human. If you tie it to elves, I suggest to call it "Elven Council" and provide an explanation for its effect that is in-line with "elvish" attributes, like "The Elven Council consists of several elven elders, who use their wisdom to solve conflicts among the populace. It instills a sense of harmony in the town, which results in a reduction of waste and corruption." (should be rephrased in better English, but you get the idea).
I've got some more, but have to stop now, I'm at work and customers are coming.

