@ Wedsaz: deleting the wheel for minoan would kill their economy.
In AOE I would add the "Produce multiple units at once" - future from RoR.
For units? Hmm... I would also add a "trading cart" (or something similiar) for land trading. If I had more time I would redo all the traiding stuff. That means there's an option in the diplomacy menu where you can allow or disable trading for other civs. Also you should be able to trade wood against stone, food against wood, etc. (your trading partner first have to agree with the trade). If you trade 20 food for 20 gold (In case something's doing that) you lose 20 food and get 20 gold, the other guy gets 20 food and loses 20 gold. There should, however, be an option which can activate/deactivate this (before the game starts), so you don't have to play with that.
Another problem is, resources get away sometime, and are unrecoverable. In long games that can be annoying, though I don't know a solution for that problem.
For units and upgrades, less costs for cataphract upgrade, deactivate jihad in After-Iron-Age-Games. I agree with adding the palisade wall, but in the tool age (In the stone age humans were not able to research anything, so that would hurt the historical feeling of the game). The tool age stone wall has 200 hitpoints, the palisade wall upgrade should cost 100 wood and 50 food (in my opinion), but only have 100 hit points + you can't upgrade it. Building cost should be 5 wood per wall tile. In most maps there's a lot of wood, so the pallisade wall would be very cheap.
Another thing I would change is the population limit in single player, it gets annoying.
I think different civs should also have different "tilesets" for units, such as Egyptian Short Swordsman (looking like hero Jason).
I also knew something else, though I forgot it.
While sausages are tasty, you might cut your finger with that pencil over there.[This message has been edited by LittleFreak (edited 11-25-2004 @ 02:38 AM).]