I can only make suggestions that make sense in civ3. If it still applies for civ4 I would like to see the "building" Wealth vary in its payoff depending on gov type. For example, a Democracy would get a good payoff when converting production to wealth, whereas a Communist government would not. Conversely, a Communist gov might get a really good deal on rushing construction with gold. Instead of global stuff in General in the editor, let gold/shield and shields/gold both be variables governed by government.
Same for unit maintenance. And an AI good enough for such complexity to mean anything.
Same for unit maintenance. And an AI good enough for such complexity to mean anything.