3) Theocracy : You can forcefully burn a nonstate religion from your city(If it is not founded by you). Your city should be atleast size 7, you lose 1 population and get 3 unhappiness.
This makes sense to me, as theocratic states aren't very tolerent of other religions. I would perhaps lesson the unhappiness and add that non-state religions can't build religious building in the cities which are converted to the state religion. The population loss would reflect religious progroms.
Civil Wars!!!!!!!!!!!!!!!!!!!!!!!
Again, it would be the player's option to enable this or not. The question is when is a civil war triggered? Maybe if two or more civic changes are made within five turns? The more changes are made within a shorter amount of time the more serious the descent. Perhaps is a newly conquered city is not sufficiently garrisoned what was anarchy can become civil war? Perhaps war weariness can become civil war after a certain number of turns? There are a number of things which could cause for help prevent civil wars from errupting in a civ.
Cannot adopt religious civic other than paganism without a state religion. (i recently had a very annoying situation where a religion-less Hatty adopts Theocracy)
I don't know if I would go this far, but it doesn't make sense to me that someone could adopt theocracy without having a state religion first.
Economic civics should be available quicker: Free Market with guild, maybe?, and Mercantilism with civil service?
I agree, but am not sure about the specifics and how that should work.
Boneys26, what level are you playing on? I'm just playing on Chieftan and sometimes the AI does seem a little dense or slow. Maybe that says that I should step it up a notch? I have also noticed that the AI don't seem to attack each other very much.
If the UN was in place, UN peace-keeping missions might be a nice addition, as well as mandated relief to impoverished areas. UN troops could become involved in your conflict, or you might have to supply troops to the UN to help resolve another conflict. By this players may have to help pay for workers to build improvements in impoverished areas, or supply workers.
barb's that build cities could turn into a civilization of its own (how do you think we got here?) you could pick the number of barb cities you want to be able to turn into a civ at the start of the game in the options
This would mean adjusting the AI for barbarians, otherwise I don't see how they would be able to advance into a civilization. Perhaps, the AI would change if they had a certain population or land area by a certain date, or an encounter with some civ which impacted them, say, for instance, a missionary or higher tech civ which "gifts" them a technology, to start them on the road to civilization. Perhaps it would just be a matter of the cultural power of a civ over time having an impact and not necessarily extending its borders, but "flipping' the barbarians to a civilization.
Remove "you traded with our worst enemy" or at least don't let them remember for the rest of the game
I agree that the AI leaders have too long of a memories about both positive and negative events. Alliances change, times change, etc. but the AI stubbornly remember some ancient slight or kindness.