I couldn't get it to work in the theology slot so I've continued to use the PLU slot and made Ceremonial Burial and Feudalism the prerequisites for the moment. I'm going to have to take a look at the tech tree for Civ 1 and see what the prereq's are on TTG's page.
As far as your observations (very good, I might add) here's some of the stuff:
IMPROVEMENTS -
- courthouses should not make 1 pop happy with demo in civ1 - I'm not sure what to do about this.
*The slot for this may need to be changed but the problem is that there are no real dummy slots. You are going to get some kind of effect. However, I might be able to make the effect expire...I'll look into it.
GOVERNMENTS -
- first unit out in republic should cause unhappiness - don't know
Unable to change. It's hard wired.
- settlers eat 1 food under despotism and anarchy. all other govs pay 2 food -
*hmmm...I think that moving some of the governments around and utilizing the Fundamentalist position might fix some of this...I'll have to check.
- tax rate caps should be removed -
*Another hard wired thing
- units cause unhappiness under demo and rep anywhere out of city -
*hard wired
rivers should not ease movement
*This can be changed in the terrain movement multiplier I think...
WONDERS
- Pyramids should have government effect - changable in rules.txt by moving to SOL slot
ALREADY DONE!
- Magellan only 1 square - don't know
*hard wired
- Lighthouse doesn't help triremes or make vet units
*hard wired
- Great wall and UN don't make embassies
*Maybe I can switch these positions around but there aren't many choices...
there's probably more, but all I can think of now. any suggestions on the stuff I don't know how to change?
*I would still like to appeal for help if anyone knows how to fix some of the "hard wired" stuff. If there is a trick or cheat or something that can be used...that would be great.
John