Focus on reducing micromanagement...
Better empire management (overviews, troop movement, etc)
Yup.... especially a military one. Move and create garrison easilly instead of moving individual units. Have some manager to see and organize military forces and to be able to estimates one's military forces.
CTP-like stack combat, doesn't have to be identical...surprise us, but please no tactical control!
Don't know that you mean by CTP-like stack combat, but I do favor stack combat to reduce micromanagement. ... and class units upgrades instead of individual units upgrades
Borders...I could write an essay but I'll just say influence-based (i.e. military+culture), topographically aware (i.e. spread dampened across rivers/jungle/forest/desert/hills/mountains but hastened along roads/rivers) and evolving to fixed borders in the later game
Yeah... difficult to change the system without blowing the whole culture concept. I would find more realistic to gain land my military even if don't take cities. In wars, you keep the land you walk on. The land could then more "naturally" topographically aware as the yare usually key strategy point to gain/lose.
Sounds kinda weird to lose a petrol ressource because your neigbor just pop up a great artist!
Cultural victory based on spreading culture...not concentrating it.
If you change the defined cultural borders, the whole cultural concept need to be rethinked.
Troop supply; a simple model (like trade blockades) to allow cutting supply lines.
I know many fans are for this one, but I wonder how this could be implented to be balanced. I don't think it 's a necessary feature, as supply lines are usually nearer the tactical than strategical level and I would rather tend to simplify military than to complex it
At least an option for some form of blind/partially directed research.
Good point
Better model for diffusion of technology over time through contact such as trade.
A good model to avoid high gap between low and high technological civs.
A system of MAD for nuclear powers.
What is MAD?
Ideologies as late game religions (to allow diplomatic/trading blocks to form)
Improved resource and trading model, with commodities and prospecting in later ages.
Minor nations.
Continue improving the AI but make more varied AI personalities
I can't be against that!!
Public works system to replace workers in the modern eras.
With a certain tech, it would be easier to convert all your workers in a "central working power" and be able to build improvements without moving the worker units but only spending "working points".