Impaler, cool ideas. Seems like you could refine this concept if you move it up a level of abstraction. "Commerce" is the basic wealth of a civilization, which has the option of expending that wealth on various priorities. The slider concept would be an interesting way of modeling those priorities, which could be:
1. Knowledge (research slider)
2. Culture / Happiness (culture slider)
3. Power (military slider, new)
4. Health (health slider, new)
5. Industry (my proposal)
6. Wealth (???)
(In many ways, the SMAC agenda civics). A few notes on some of these:
2. I find it hard to distinguish between culture and happiness because that's what Civ3 drilled into my head... maybe there's a reason to separate the two, other than game balance? They seem to fit naturally together. Does the Civ4 culture slider, like the Civ3 one, affect happiness, or only through buildings like the Collosseum?
3. One way you might expand this is to incorporate the unit support model -- for example, eliminate free units, make unit support more expensive, or make it so that letting the slider go below some % would lead to the military losing XP (as American Republicans were claiming under the Clinton administration). See points 5 and 6 below as well.
4. This is very interesting, esp. in modern times (given the huge % of wealth that most modern nations spend on health care). How to keep it from being overpowered, tho... I always found health to be the ultimate limiting factor in Civ4.
6. Before going to 5, I wanted to put out there the question of what "Gold" actually does for you in Civ4. For the most part, it seems Gold is really only helpful as a way to run a negative budget (e.g. get a lot of gold from plunder, then research at 100% or support your huge army) or to rush production later in the game. So Gold is actually not that useful at all, except as a placeholder for other things (mainly, military support and production). "Wealth" as a concept of "luxury" is actually already modeled in "Culture," IMHO. Radical as it sounds, I would suggest eliminating gold altogether, and pumping any "gold" you receive from trade or plunder directly into the stream of commerce. Which leads me to:
5. Industry. The main purpose of Gold in the late game, assuming you do subsume military maintenance under a military slider, is to rush buildings/units. Well, creating a production slider could replace this. This would make the modern relationship between production/commerce a lot more realistic, as production nowadays doesn't seem to be based on the presence of "hammers" around a city. (Then again, the city concept is pretty flawed in modern times, too). Now, what you would lose in this would be the ability to rush a particular unit or building in a particular city, so I admit this proposal has some flaws. Still, play with it and see if there's a way in which it could work.