Rivers don't give +1 commerce until you build the River Trading Post (Barter + [Edit]Boating[/Edit]).
Now onto the reply:
I think I could better change the food consumption into 3.
OH GOD NO!! That would be even worse. Reasoning: You cannot make a city grow with that rediculous level of food consumption. Even a seed plant / floodplains tile would only make that city stagnant (and only if you happen to settle on a tile with 3 base

to begin with. You would be stuck at size 1, and if you start in the first era, you would always be starving... at population 1!!
Just weaken the poultry farm / the cow/pig/bison/sheep equivelent slightly. Its easier. Don't weaken it too much, however, because I already love it (even though I couldn't build it... curse you lack of resources!!)
Hmmm I don't really undestand it . Do you mean workers should work faster because there are more resources in the game??
Not quite. In civ 4 all bonuses are additive. What this means is that if you have a +100% bonus, and get another +100% bonus, then you end up with a +200% bonus. (In Civ III and earlier, all bonuses were MULTIPLICITIVE, so if you had a +100% bonus (X2), and another +100% bonus (X2), the final bonus would be 2 X 2 = 4, so it gave a +300% bonus. This made pikes on forts on mountains on hills invinsible to all but armies of tanks, so it was removed)
Now, this means that lots of things need to be thought out alot. Lets take your scout, and find out how much stronger it is on a forest (vs. an animal)
Scouts are 1

, with a +200% bonus vs. animals (in your mod). Thus, they are normally 1 + 200% = 3 strength units. On a forest, however, they get +200% from animals, and +50% from tile defence (forest). This gives a +250% bonus, and thus the final strength is 1 + 250% = 3.5

. Note that the +50% bonus DOESN'T increase the strength of the scout from 3 to 4.5 (3 + 50%), but instead, it only gives a 0.5 stength bonus (1 + 50%), because all bonuses are applied to the BASE STRENGTH.
Now, serfdom is a little more complex. Instead of strength, we can use "worker speed". The default worker speed is 1. Now, after Improved tools, the worker strength is 1.5 (+25% from stone tools, and +25% from Improved Tools, for +50% bonus overall). Now, if we add serfdom into that, it gives another +50%, for a grand total of 2.0
Note that serfdom only increased the power of worker speed from 1.5 to 2.0, or a 33% bonus. Thats the bonus that you get from adopting serfdom... 33%. But if you give serfdom a +75% bonus, then the grand total would be 2.25 (1 + 25% from Stone tools, +25% from Improved Tools, and +75% from Serfdom), and going from 1.5 to 2.25 would give the expected +50% bonus.
Other, simaler things: The second-tier civic that gives +25% worker speed (it should be +38%), Hagia Sophia World Wonder (it should be +75%), and Steam Power (it should give +75% too). If you have all of these (and keeping in mind that the Hagia Sophia obsoletes with Steam Power), your workers would have a bonus of +238% worker rate (or 3.38 worker strength).
Yes ... you are right . I'll think of some better balance for it. Maybe just +1 trade route per city.
I would like to apologise. I didn't notice that Free Market gives +25% gold in the capital.
However, the great thing about Civ IV is that
no civic is 'better' than any other, always, with the obvious exception of the default civics (and possibly Serfdom). If you keep that in mind, and make sure that, in som circumstances, Barter would be better than Free Market, then that would be awesome. I think Barter should be a civic employed by small civilisations, with lots of resources. Thus, I propose that Barter is changed to:
Medium Upkeep
+0.1

per resource per city (including repeats)
+25% Maintanance from distance to palace (Or, if you feel like it, +2

for cities being more than 7 tiles from the palace)
Yes ... I has already removed the Bombard defense as it makes no sense. I think it should only get the simple defense (like palisades). Other thing I was planning was to REALLY OBSOLETE pallisades when after Masonry. It makes really hard to attack a city that has +75% defense.
I just noticed that you reduced it to just 10% bombard defences, and +25% city defence... and the idea is that that city IS hard to overwhelm

But you seem to be on the right track, IMO, about the Machu Picchu
1 last thing... I just played a game... and I had NO GRAINS (including Barley... I also had no wheat, no corn, and no rice). Maybe if you could please check that the resource distributions haven't been changed? With more resources available, it is important that you have enough of all of them to be useful (meaning that you should probably increase the number of resources on the planet by a small (+15% maybe?) amount. I know that this will make even bigger cities, meaning a SE would be rather... powerful, so maybe to fix this 'lack of a specific resource' problem:
Increase the resource drops in all maps by approximately 15% (This is about how many new resources you have added)
Increase the requirements for all Great People (except Great Generals) by about 20%
Weaken cottages in the late game by reducing the commerce output of towns after electricity by 1 (for a +1 commerce for villages, and +1 commerce for towns)
[Update]Playing several more maps, and I have the same thing each time, a chronic lack of resources. More specifically, there is often only 1 source of corn / 1 source of wheat etc. etc. on the entire map. Thankfully, stragetic resources are in approximately acceptable numbers.
A more specific selection of what I think needs to be done, before this mod is enjoyable (as the lack of food resources REALLY annoys me!!)
Food resources: Most food resources, if they yield more than 4

, need to be reduced in thier IMPROVED state (after the improvement) by 1

. Basically, anything that gives +3

or higher, needs to be reduced by +1

Food resources need to be increased in number by +40%, or thereabouts. This includes seafood, which is eerily rare.
Commerce resources need to remain about the same density
Production resources need to be increased in number by about +10%
Strategic resources need to be left alone.
The base health rate needs to be reduced by 1, Fire shouldn't give +1

, and Fire should be required for Bronze Working, or possibly Improved Tools (it is entirely possible for this game to be played without ever researching fire

), and the tech that leads on from Fire, should be requried for Writing.
Oh, one last thing for you to check about sulpher: You have weakened the musketman, an already rather weak unit. Possibly consider giving it EITHER a small boost vs. mounted (+10~20%) (as horses, even trained ones, don't like loud noises), or increase its power to 10 ~ 11 strength (To make it different from the Maceman). Also, to make sulpher more of an important resource, you could move cannons to Gunpowder, weaken them (to 10 strength), and make them require sulpher (Like Rhyes and Fall of Civilisation did), as there isn't much seige between trebs and cannons

These are only things that I consider a 'nice touch', not anything critically important (its not even important at all

)
Aside from that, there doesn't seem to be any other issues at all!! Smart idea making most advanced modern units requiring Rubber

I like it
