Re: Starting techs, as a last word by me for now:
If we were doing a comprehensive UU/UB re-work, I'd look at starting techs as well, but almost certainly only in one way: cost of the techs. It's too complicated to re-do because of all of the knock-on effects that changing starting techs does to the game. This may happen a few months from now, but right now the goal's to get the key changes in: the meta-game changes (drafting, corporations, slavery, workshops, etc. etc.) and leaders/traits, because those are easier problems to define and manage.
RB Mod v1.1 (I forgot about version 1.0, which we did a while ago, but we've gone on a different tack from there, which removed corporations). Available here:
RB Mod v1.1
RB Mod v0.51 to 1.1 changelog:
Corporations:
Going to give T-Hawk's proposal a try (get an executive when you complete the relevant tech, the Corporate HQ can be built with the appropriate Great Person, HQ bonus is only 1gpt per city, Mercantilism has to lose the Foreign Corps restriction because of the mechanics of that process). This has not been implemented yet; I expect a v1.2 will come out when T-Hawk gets that working.
T-Hawk's No Espionage fix has been included. This means, if No Espionage is checked:
Great Spy points come out as Great Merchant points
Espionage points just don't do anything
Cultural costs of expanding borders are unchanged
Spies cannot be built
Graphs are always visible
Wonders: The Great Wall has been restored to its original version, providing Great Spy points in a normal game.
Spies:
Spies now spawn with an otherwise un-gettable promotion, "Secretive", which makes them blind: they only see the tile they're standing on.
UUs and UBs:
These have been discussed, so here are the final changes:
(Sadly, these all have their original artwork, which isn't always what we want)
American Mall:
Grocer replacement now. Added benefits:
+1 happy from Deer, Sugar, Hit Singles, Movies, and Musicals.
American Minuteman:
Replaces the Rifleman, starts with Guerilla I and Woodsman I
Japanese Pagoda:
Replaces the Observatory, provides +10% hammers
German Assembly Plant:
Standard Factory, but enabled at Steam Power
German Kanone (German word for cannon, unless someone who knows more German than I has a better idea?):
Replaces the Cannon, costs 80h instead of 100h
Russian Research Institute:
Replaces the University, +1 Free Scientist