Ouch, I'm seeing huge balancing issues piling up here...Rhye said:The only empty part of code is the number and type of units added for each civ.
I'll let you discuss what's better in your opinion, from both point of views of history and balancement.
The number of units, and maybe even the type, must vary with difficulty level, barbarian activity...most certainly also with overall actual performance (score, strength, techs) of the player and other AIs. Scaling with difficulty level should be manageable, but I have no idea how you can reliably judge strength & advancements. There's no point in e.g. spawning Spain with 2 settlers and 4 macemen when your Roman civilization has already taken over the rest of Europe with rifles.
Apart from that, I think it's safe to say that the BC civilizations should start with a small amount of their unique units (with the exception of Germany, who should get axes), and 1-4 settlers plus the same amount of workers - depending on the difficutly level (Deity=4, Noble=2). Maybe add one fishing boat for Greece, Rome and Japan.
The 4000BC civilizations should get the default units, including default difficulty modifiers.
For any AD civ I don't think the type of starting units can be generalized; it depends on the actual course of the game...(on the other hand, maybe it could be even fun to reliably dominate Europe and every known civ with maces, when suddenly an army of cossacks pops up out of nowhere!
)

so colonies grow slower than normal, some unhappiness, and then like I suggested a dialog asking you if you want to embrace the colony and let it flourish after every pop growth from pop 3 to pop 5, with an automatic transformation once you hit pop 6.
/turn. Another policy would be to overtax the colony, which would make each pop produce 1
. We can probably think of loads of other things.
for five turns. Some civics would disallow building colonies, disallow dismantling colonies, and turn all existing colonies into cities the second they hit 3 pop. Maybe we can even add a whole column of civics dealing only with Colonies...
/turn and a +25% modifier to the rest of the 