10.. Governments.. Frankly, I think they all need a little tweaking.. especially if you play a large map and have a large empire, you are almost forced to play Communism to get the HQ as a third palace.. I would like to see a state, regional or provincial capital building that effect the city similar to a capital or Forbidden palace, but with less effect of course.. Democracy is a pain to play because or war weariness, but I use it when I know I'll be at peace for a while..I can handle Fascism and Communism, but prefer to pay gold for rush jobs instead of citizens.. generally I don't use Republic or Fuedalism.
I agree with this part. That's one of the reasons I created the Tweaked Out mod (see link in sig). Democracy doesn't reduce overall corruption enough to be useful late game (I still have a ton of cities that never have more than 1 production and 1 commerce no matter wether I build courthouses and police stations or not), and Feudalism was broken. I fixed it. Originally, to compensate for the outrageous unit support cost, Feudalism was supposed to eliminate maintainance costs for improvements, which is one of the things I fixed in Tweaked Out (I think, it's been a while since I made any changes to the mod), which makes it much more attractive. I also added another late-game libertarian (as opposed to the opressive governments that everyone seems to want to play) government as a more realistic alternative to Democracy or any of the opressive governments. I mean, really, you should have extra unhappy people just for being fascist or communist.
The government I added was Social Democracy, and required the technology "Socialism" to get (communism is a prereq for socialism). The charachteristics of Social Democracy (which I based on modern socialistic states, such as France, Sweeden, Japan and Germany) are as follows:
Corruption/Waste: Communal
War Weariness: Low
Unit Support (town/city/metropolis): 1/2/3
Support Cost: 1
Military Police: None
Hurry method: Payment
Worker efficiency: Same as Democracy
Other: Tile commerce bonus
I also made a few other changes that helped balance things out a bit more, such as reserving lethal bombardment for later game units like Battleships, Heavy cruisers, Bombers, Artillery and Radar Artillery. Of course one of the things keeping armies and artillery from being too powerful is a hidden nationality stealth attack land unit that I added called the Mercenary. I actually used several artillery to bombard an enemy city senseless before sending in my army (consisting of 2 vet mech inf and 2 vet mod armor), only to have the enemy send an endless horde of mercs who stealth attacked my artillery, and mobile SAM, after which they unleashed the remaining 2 bombers in their airforce to slightly weaken my army before sending in the rest of their 150 or so mercs. I'm somewhat ashamed to say that my super badazz army lost to a horde of 6/6/1 units with stealth attack

Of course, I managed to re-take the city next turn by moving two arty into range, and sending in several more modern armor.
I guess the whole moral of that story is that you can have your darn-near useless artillery, I'll just use the shields on something better, like tanks and modern armor (aircraft are almost equally useless once rocketry is researched, since all you need is a SAM battery and you can shoot down anything they send at you). You can just keep stockpiling your lethal bombardment artillery, and aircraft, and I'll just use my modern armor (with a few mobile SAMs of course) to blitzkrieg your ass and take all your artillery. As a matter of fact, I like lethal bombardment, since it actually makes the artillery/radar artillery worth building (when, for the same amount of shields I could build a tank or modern armor which can take/defend cities). Before that, the only thing artillery was good for is wasting money and shields that could be used on better units, and getting captured. Then again, it just might be my bad luck, but I have yet to get even a 30% success rate on any bombard attacks....with RADAR artillery, which is why I have such a low opinion on it. I've also only ever gotten 2 military great leaders without "cheating" (making a mod where you didn't have to have an army to build the Heroic Epic) in an entire 3 years of playing Civ III. I guess you could say that the RNG and I have "issues."
About the only things I agree with Sullla on are the AI, Barbs and AI army usage.
I mean let's look at a game where the AI is done right: Age of Empires II: Conquerors. The AI (even on the hardest difficutly levels) doesn't start with any more resources, techs, units, etc than the human, yet it still can pose a serious challenge to the human player. Why? Good programming that allows the AI to maximize efficiency of resource gathering, exploration, building and troop deployment. I just hope that Firaxis looks to the shining examples set by Ensemble studios when designing Civ IV.
As for the Barbarians (and I'm sure that fellow Civ II players can sympathize with this one), what happened to the good ol' days in Civ II when the message "There are rumors of a massive barbarian uprising near XXXXXXX" would make you break out into a cold sweat, change the production oders of XXXXXXXX to military, rush the strongest unit you can afford to, and send every spare unit running to defend that city? I mean now, when I get that message, I could care less. Oh well, some outlying town gets ransacked, and my "huge" surplus of 5 gold got taken, whoop-te-doo. I'm currently working on a fantasy mod (Final Fantasy, that is) that will put the fear of Barbarian uprisings back into complacent Civ III players

(the "normal" barbarian unit has 3/3/2 and +1 HP bonus

)
The AI army usage gripe has been run into the ground, and I don't really have anything to add that hasn't already been said.
Anyways, that's just my $.02 on this subject. I feel that Conquests did more things right than wrong, overall, and some of the things that are wrong are fairly easily fixed through modding, so I really don't have any complaints (especially after getting generally disgustipated by some of the bugs in PTW).