Do you know what Civ 4 (in particular) needed? The following are improvements for stupid or unexplored game features.
Borders:
Cultural borders? Are you kidding me? Since when do real-world borders get disputed by artists performing concerts?
-A neutral plot may be claimed by a military unit. The plot must be adjacent to an already acquired plot by the same nation. Scout and Explorers can't do it. Settlers can found cities in neutral land, and all the plots within the city's workable ring become instantly part of that nation's territory, if those plots aren't owned by someone else already.
-Alternatively, neutral plots can turn national when a city's culture expands, but only neutral plots.
-Plots can't flip just normally due to cultural influence. Neutral can become national territory, but national can't just flip to another nation like that. It can only change during war or through diplomacy.
-Maintenance costs for distance to capital city are halved to half. Bonus reduction when territory connects. Only on Industrial and later eras a nation can claim ocean plots.
Diplomacy Improvements:
-All civs are more likely to sell and buy cities and plots. Improved AI chooses when to go proposing to sell cities to collect wealth because they are short on funds or with a negative treasury.
-When negotiating peace, an overwhelmed AI civ is more likely to cede cities, techs, or anything, to get peace.
-No more redded-out options. Everyone has a price. What kind of nation would refuse selling a useless (in all ways) city for 1,000,000 wealth?
-More options on the diplomatic collumn, especially when making peace proposals. Also, make it so both parts can pay tribute.
Nukes:
-Separate Nukes into 3 categories:
-A-Bomb: available for the researcher immediately after completing the Manhattan Project and 3 units immediately deployed on capital; has the same power as current ICBM
-H-Bomb: available after completing a TEAM Project available after Rocketry is discovered; completely obliterates a size 15 or lower city (turns to city ruins) and has a chance of destroying improvements on adjacent plots. Combining 2 H-Bombs has double power (30 or lower goes kaput)
-Tactical Nuke: immediately available to researcher when Computers is teched; has same effects as H-Bomb, but with the very reduced range and has more chance of evading SDI
Your thoughts?
Borders:

Cultural borders? Are you kidding me? Since when do real-world borders get disputed by artists performing concerts?
-A neutral plot may be claimed by a military unit. The plot must be adjacent to an already acquired plot by the same nation. Scout and Explorers can't do it. Settlers can found cities in neutral land, and all the plots within the city's workable ring become instantly part of that nation's territory, if those plots aren't owned by someone else already.
-Alternatively, neutral plots can turn national when a city's culture expands, but only neutral plots.
-Plots can't flip just normally due to cultural influence. Neutral can become national territory, but national can't just flip to another nation like that. It can only change during war or through diplomacy.
-Maintenance costs for distance to capital city are halved to half. Bonus reduction when territory connects. Only on Industrial and later eras a nation can claim ocean plots.
Diplomacy Improvements:

-All civs are more likely to sell and buy cities and plots. Improved AI chooses when to go proposing to sell cities to collect wealth because they are short on funds or with a negative treasury.
-When negotiating peace, an overwhelmed AI civ is more likely to cede cities, techs, or anything, to get peace.
-No more redded-out options. Everyone has a price. What kind of nation would refuse selling a useless (in all ways) city for 1,000,000 wealth?

-More options on the diplomatic collumn, especially when making peace proposals. Also, make it so both parts can pay tribute.
Nukes:

-Separate Nukes into 3 categories:
-A-Bomb: available for the researcher immediately after completing the Manhattan Project and 3 units immediately deployed on capital; has the same power as current ICBM
-H-Bomb: available after completing a TEAM Project available after Rocketry is discovered; completely obliterates a size 15 or lower city (turns to city ruins) and has a chance of destroying improvements on adjacent plots. Combining 2 H-Bombs has double power (30 or lower goes kaput)
-Tactical Nuke: immediately available to researcher when Computers is teched; has same effects as H-Bomb, but with the very reduced range and has more chance of evading SDI
Your thoughts?