A few points for consideration:
(1) Though I haven't run into the problem myself, the issue of game freezes related to use of invisible units probably should be addressed. Any suggestions?
(2) Until the discovery of Astronomy in the Medieval Age, it is not only dangerous, but flat-out impossible for any ship to enter ocean squares. This was done deliberately, of course, to slow initial exploration and expansion. But I'm wondering if perhaps *a* ship might not ought to be available in the Ancient Age that *could* enter ocean squares. Any thoughts on the possibility and/or suggestions for what such a ship might be?
(3) Forests are currently set impassible to wheeled units, which of course makes them impassible to virtually all units in the Ancient Age. OK, mountains, jungles, deserts; they're all well and good.... But did I perhaps go a bit *too* far in putting forests on the "do not enter" list?
(4) One idea I was playing with last year was the possibility of adding extra abilities based on civilization traits. For example, perhaps Militaristic civs could mobilize from the beginning of the game, or Industrious and/or Agricultural civs could clear wetlands from the beginning? It wouldn't be hard to implement, as I've already got "civ trait" techs to which I've linked the trait-specific small wonders, but I'm not sure if it's a good idea or too imbalancing. Any suggestions on what abilities might qualify for this purpose? And should they be automatically available, or should they be linked to completion of the trait-specific small wonders? Or should I just leave things as they are?
(4a) Any good/bad feedback on the trait-specific small wonders themselves? I was still pondering and playing with their benefits when I got distracted from C3C modding last year, so I'm not sure they're as balanced yet as they should be....
(5) In my update yesterday, I moved the Coastal Fortress to the Naval Ordnance tech and "buffed up" Frigates and Privateers a bit, in an attempt to make the non-essential Naval Ordnance and Piracy techs a bit more tempting. It has been suggested that Piracy ought to allow building of some sort of "piratey" wonder, perhaps producing Privateers automatically. Any thoughts?
(5a) Right now, Privateers upgrade to Destroyers, merging with one of the main naval unit paths. Would they be better upgrading instead to more modern pirate vessels, as was suggested earlier in this thread, thus retaining their unique abilities?
(6) I really can't see where Cavalry could upgrade; it's pretty much the logical end of the "horsey" line. However, I can see the validity of the complaint that there's too much of a gap between Cavalry and Tanks. Perhaps a "primitive tank" unit of some sort could serve as a precursor to actual Tank units? I don't know offhand of any such units in real-life warfare -- I believe tanks pretty much *did* take over directly from cavalry -- but I'm open to suggestions.
(7) A request was made earlier in this thread for new government types, but I'm not sure I really see any need. I think the eleven governments already available (including Anarchy) pretty much cover in "broad strokes" all the governmental types from history, and in game mechanics terms, there's really not much room for new governments that are different enough from those already included to be worth the bother. I think Oligarchy (which includes in its umbrella such concepts as "tribal councils") is available easily enough that it provides a fairly quick way to get rid of the Despotism tile penalty. But again, input from others is welcome.
If you have any comments, questions or suggestions, please post them! If there are particular techs, units, wonders, improvements or whatever that you think would be worthwhile additions to BBW, speak up!
-- Darryl