I'm the first to argue that gameplay is more important than realism, but, having said that...
One thing that bothers me as "unrealistic" about the Civ games is how relatively unimportant water is, especially early on. Several things about water are unrealistic in Civ (all have probably been mentioned in other threads, although never all in one place):
(1) City sites: In reality, major civs developed in fertile river valleys for the most part, or on coasts. The Nile, the Tiger-Euphrates, the Yangtze, the Hwang-Ho (sp?)... the Meditteranean coast... etc. In Civ, plains and grasslands are plenty fertile for city founding (even if no river is nearby) and rivers/coasts don't offer enough of an advantage in terms of trade/food/production (particularly trade).
(2) Sea Travel Speeds: In reality, for much of history, travel was much faster by ship than overland. In Civ, early ships don't move much faster than land units, and don't move at all faster than land units over roads. In Civ 3 (before C3C) you couldn't even build any boats until Mapmaking, but roads were available from the beginning, so by the time you get galleys, you already have built roads throughout your empire, so its faster to move units via land than via sea.
(3) Sea Travel Safety: In reality, the speed benefits of travel by sea were offset by the dangers: ships, even entire fleets, were often lost in storms, even when close to land. In Civ, you can avoid the dangers of sea travel simply by not ending your ship's movement on the wrong kind of tile.
(4) Sea Trade: In reality, ocean-going trade can be partially disrupted by piracy or the action of hostile military ships. In Civ, military blockades are either 0% or 100% (and are quite hard to do, given the number of ships typically required), while piracy (privateers) doesn't affect trade at all, only being able to attack actual units.
(5) River Trade: In reality, trade can occur up and down rivers. In Civ, if two cities are on the same river, you must still build a road connecting them in order for them to trade.
(6) Navigable Rivers: In reality, parts of some rivers are navigable by ocean-going ships. In Civ, this can't happen.
(I'm sure there are other things unrealistic about the effects of rivers & seas in civ... I can add to this list if people point out other things)
The point of this thread is to ask whether these things bother other people and to see what suggestions people have for improving them. Try to keep in mind the gameplay-related consequences of suggestions: more realism isn't an improvement if it makes things less fun.
One thing that bothers me as "unrealistic" about the Civ games is how relatively unimportant water is, especially early on. Several things about water are unrealistic in Civ (all have probably been mentioned in other threads, although never all in one place):
(1) City sites: In reality, major civs developed in fertile river valleys for the most part, or on coasts. The Nile, the Tiger-Euphrates, the Yangtze, the Hwang-Ho (sp?)... the Meditteranean coast... etc. In Civ, plains and grasslands are plenty fertile for city founding (even if no river is nearby) and rivers/coasts don't offer enough of an advantage in terms of trade/food/production (particularly trade).
(2) Sea Travel Speeds: In reality, for much of history, travel was much faster by ship than overland. In Civ, early ships don't move much faster than land units, and don't move at all faster than land units over roads. In Civ 3 (before C3C) you couldn't even build any boats until Mapmaking, but roads were available from the beginning, so by the time you get galleys, you already have built roads throughout your empire, so its faster to move units via land than via sea.
(3) Sea Travel Safety: In reality, the speed benefits of travel by sea were offset by the dangers: ships, even entire fleets, were often lost in storms, even when close to land. In Civ, you can avoid the dangers of sea travel simply by not ending your ship's movement on the wrong kind of tile.
(4) Sea Trade: In reality, ocean-going trade can be partially disrupted by piracy or the action of hostile military ships. In Civ, military blockades are either 0% or 100% (and are quite hard to do, given the number of ships typically required), while piracy (privateers) doesn't affect trade at all, only being able to attack actual units.
(5) River Trade: In reality, trade can occur up and down rivers. In Civ, if two cities are on the same river, you must still build a road connecting them in order for them to trade.
(6) Navigable Rivers: In reality, parts of some rivers are navigable by ocean-going ships. In Civ, this can't happen.
(I'm sure there are other things unrealistic about the effects of rivers & seas in civ... I can add to this list if people point out other things)
The point of this thread is to ask whether these things bother other people and to see what suggestions people have for improving them. Try to keep in mind the gameplay-related consequences of suggestions: more realism isn't an improvement if it makes things less fun.