OK, here are some comments/questions about yesterday's update and my current plans for BBW.
(For those of you who haven't caught on yet, by the way, these "my plans" posts are, as much as anything, my way of consolidating discussion for my own reference so I don't have to keep reading back through old posts to remind myself what's been suggested.)
First and foremost, let me note that I'm going to wait a bit before actually doing anything further, as some of the changes I made yesterday can have a fairly significant effect on early expansion and development, and I want those of you who are interested to have a chance to play a bit and see what you think of them!
(1) On the subject of said early expansion and development, it's possible that things are moving a bit too rapidly. (I'm not sure, so I need to play a bit more, and also hear what you all think.) I doubt that I'd consider putting the Despotism tile penalty back, but if I need to play with food production numbers a bit more, I can. It also occurred to me that two other changes I could make to help slow things down -- if and only if the consensus is that it seems necessary, of course, and that they're good ideas -- would be either to increase the chance of disease from flood plains before sanitation is researched, and/or to reduce the city transition sizes, so that towns *have* to stay a bit smaller.
(2) Obviously, I didn't switch the starting techs of Commercial and Scientific civilizations, as I previously said I was going to. The more I thought about it, the less I liked the idea.
(3) I also didn't add expiration techs to the various trait-specific small wonders. I figured we'd see how they play without expiration, first, and work from there. (I know it's a bit odd to have a wonder still churning out warriors or "ocean curraghs" in the modern era, but they're free units, and can be upgraded.) And while all of them now have prerequisite improvements, none of them actually require you to have founded a second city. And only six of them, rather than all eight, produce units. (The Agr/Ind Hittites can build SWs that both churn out workers!)
(4) "Ocean curraghs" need a better name!
(5) Any comments on the usefulness (or lack thereof) of various trait-specific wonders, and on the balance (or lack thereof) between them, would be appreciated.
(6) I doubt I'll give any additional trait-specific abilities to civs from the beginning of the game, except where additional tweaking of the existing SWs may be necessary, but I'm certainly open to the possibility of a second set of trait-specific wonders, each of which would be linked to a medieval or industrial tech, and require as a prerequisite the matching ancient trait-specific wonder. Any ideas regarding what those SWs and their effects could be, are welcome!
(7) I still like the idea of a Piracy wonder that produces Privateers.

I should come up with something that lets me use a pic of Captain Jack Sparrow as the wonder splash, though!
(8) I need to figure out how to disallow settlers from goody huts. I'm pretty sure it can be done, since I'm sure I've read about it being done in other mods, but I couldn't figure out how to do it the other night.
(9) Someone suggested a while back that Area 51 should be buffed up a bit, but require a crashed UFO within the city's radius. I kinda like that.
(10) What do you folk think about railroad development now? Did the update last week slow it down enough, or should the base time for railroad building be increased even further?
(11) I'm thinking about adding a second UU to each civ -- put back the rider as a second Chinese UU, for example, and add longships for the Vikings and minutemen, perhaps, for the Americans. But if I'm going to do it, I'll need more ideas!
(12) Last year, I contemplated creating an all-female version of BBW. ("BBW Ladies' Might," I was calling it.) That's not gonna happen, but I still may replace one of the existing civs with an Amazon civ, just for the hell of it.
(13) By the way, any comments on the "Bigger, Better Earth" variant I threw in at the last minute last night?
(14) Ideas for better utilization of some of the less-important strategic resources would be much appreciated!
And now, as a special bonus, I'll list a few of the ideas I've had that I have so far (with great difficulty) managed *not* to implement:
(1) I thought about switching the Egyptian and English civ colors, so that England is yellow, and then replacing, for the English, the basic submarine unit with the "Yellow Submarine" unit someone created recently.
(2) I also really think that settlers and workers, just for the Chinese, should be replaced by Kinboat's panda settler and worker units.
(3) Finally, after seeing "Charlie and the Chocolate Factory" last weekend -- an excellent movie, by the way! -- I really wanted to add a "Willy Wonka's Chocolate Factory" wonder to the game. But though it's easy enough to have the wonder require cocoa, how could I represent Oompa Loompas?
-- Darryl