FexFX
This makes it so that with Fishing you ONLY get food from water squares (nothing before then). Boat Building lets you make work boats and drop nets, but they only move at 1 unit. Sailing allows those boats to move at 2 units instead of one and grants the second naval unit. The NExt thing up the chart is Navigation which allows Lighthouse and Sea Trade Routes.
Sounds good!!
Notice that there are no new units listed in this progression, just new techs! However these new techs also offer the opportunity to add new units and new buildings! Perhaps Boat Building allows you to make a "Boatwright" which is required to build "Boats". And perhaps sailing allows a "Shipyard" required to build anything larger than a workboat.
I really like the idea of using these new techs as the lynchpin (and justification) for adding new buildings to the game. This is totally compatible with my idea to convert Civ 4 into even more of a building game .... which should definitely serve to make it a far more epic Empire Building venture as most of ones cities would (presumably) now have to contain a far wider selection of buildings. Therefore there would
ALWAYS be something to do during this massively prolonged Ancient era.
By breaking down the early techs and allowances further, you can SLOW the game down while still allowing constant evolution...
I really like the ideas that precede this quote.
In a way, this reminds me of the seven different improvements that one can make to several of the buildings appearing in the RTS game "American Conquest" (AC). I actually think that AC has the makings of an excellent CB (City Builder) game ....
HOWEVER I feel that the previous stated goal of maintaining the original production speeds in a game as long as we are proposing is INSANE! Think about it...3080 turns (the stated original goal which is half of my stated goal of 6050) is 7 TIMES loner than a NORMAL game length...Do you really feel that 7 times the number of units is desireable? In a game where you are besieged by 20 arrchers(a large number) that would mean you;d instead be besieged by 140 Archers...MADNESS!
Mmmm .... maybe unit production might need to be slowed down a tad.

However, especially with a strongly augmented list of buildings and aesthetic structures (possibly also including a new range of terrain improvements), it would imho be desirable to maintain the default building rate. Otherwise, it might prove extremely tedious to have to wait 100+ turns for an Obelisk.
One would merely be prolonging the game with no apparent benefit if
ALL parameters were increased seven (or whatever) fold. Definitely (as you so correctly suggest), more techs and more buildings (researched and build according to the default rate) would be the way to go!!
Now, I am not saying we need to make things cost 6 times as much (that would be boring and slow) but how about 3 times as much...that would mean MORE THAN DOUBLED production across the timeline...or 46 archers instead of 20 or 140...
This might well be the solution for all military and civilian units

.... but not technologies and buildings (refer above).
Therefore in summary:
Thank you for your suggestions .... they sound
EXTREMELY PROMISING !!

They should prove truly awesome when used in conjunction with some of the abovementioned mods ....
