(Pre-post Edit: the original thread was too long, so I'm posting the first two ideas and I'll post the last idea later.)
Three ideas for you, hope they haven't been submitted yet or else I'm wasting everyone's time! :] But please keep in mind these are brainstormed ideas, so they're rough and subject to very little (if any) research and/or thinking (big 'if any' here) at all. Though, if you must flame, flame you must; Don't worry, I'm fairly tolerant of intolerance, and any suggestions/reformations/rants will be welcomed whole-heartedly. :]
"Adaptive civ bonuses" is actually a term I made up on the fly for my 3rd idea to go with my other ideas, so I could make the whole ABC's thing work in the subject!
I'm actually talking about an idea that occurred to me after all my games of Civ 3 where I either A) picked a random civilization for myself and got the worst possible circumstances for a starting place (I know at least a few of you have been land-locked and surrounded by hostile civs with a naval unit as your unique or a strength in research) or B) restarted 50 times because the civ I picked was situationally tuned to one type of start, and I kept getting the perfect start for some other civ's bonuses - just not mine. My idea is to pick your civ's strengths after playing for a little bit (players of the PC game, Empire Earth will have a good idea of what I'm talking about). The premise is this: A civilization has certain strengths/traits because of it's history and geographical position on the world. While changing the world around you according to your strengths/whim as opposed to working with the land and conditions to strengthen yourself by cooperation is what we humans like to do best, I think it's backwards from how the world's civilizations have evolved. Take for instance Germany's panzers: while forecasting the employment of such war machinery is undreamt in 4000BC, you're forced to choose this as your 'unique unit' and have no use for it, in any situation until you develop the technology, when this more powerful armor just falls from the birthright sky of the Germans. What if you're dominant force has always been naval vessels because of your location on a peninsula, bordered only by mountains? Don't understand me wrong: Panzers are great, and playing up to getting to use them can be a lot of fun for when you actually get them. My point is that in the history of the world, civilizations developed specialized units naturally from the conflicts in important points of their timelines. Likewise, the traits of each civ was brought about by it's history: expansionistic civs had expansionist leaders, same for militaristic, etc. So I'm not bashing on the current system, and I find it very enjoyable to mark out my style of play for the game, starting with my civ choice. But my idea couldn't help but be formed from all these scrutinous restarts and failed beginnings: You civilization has strengths (and weaknesses) according to how the game is evolving from the time you start, to the time you finish. Obviously, this would be a complete turnabout from Civ 3's civilization choices. Think of this: Every man is created equal, so thus is every civ in the game. By your surroundings, you develop certain strengths: sprawling nations would quickly see the advantage of using horses and employing them in their armies, and would prefer a communistic government early on when they experience waste and corruption as a result of distance from the capital. Likewise, a peninsular nation would become seafarers and develop faster ships for exploration and colonization, and would probably be masters of trade, being able to ship goods more quickly than a land-locked peoples, and perhaps better defend against sea attacks in their cities, but be weaker against an organized army. I'm just brainstorming, really. I'm sure I'd come up with several thousand/million more ideas about civilization's beginnings if so motivated and/or employed *wink @ firaxis*. This type of societal evolution could either be determined by the player ('I like horsies, I think I'd like to use them more often and better.' Or, 'Jeez look at all these mountains around me! My troops will learn to navigate them better and attack more efficiently in the ranges.') or by the game itself ('Wow, you really like those horses. Here ya go, your horsemen are better now.' Or, 'Ah, you are spread among many islands - have better ships and more commerce from the sea.').
This is the tip of the iceberg. Another idea is that if you're allowed to choose your own traits, you do it by a certain time, or at a certain time) e.g.: 0 AD, 500 AD, 2000BC, etc.), at which you'd get small bonuses or 'civ starter kits' such as a little more gold in the coffers for commercialists or a few able warriors for militaristic peoples. Maybe bonuses could be either substituted for or spread out across the ages like a general increase in trade or better trained warriors. These bonuses and traits could be chosen several times, with their effects cumulative: Maybe you started on an island but you've since conquered the adjacent mainland and are more focused on research and less conflict. At the next age or designated time or certain amount of time after your first societal focus, you lean more toward science. Maybe you'd keep your previous bonuses (your age-specific units would either become obsolete or you'd get some kind of bonus for a new-age corresponding unit upgrade, etc.) or cease to focus on them altogether, thus losing your bonuses but having more applied in your new field of expertise. I hope at least some of that makes sense. On the other side of the coin, the game could give you a preferred start, corresponding to your chosen civ. Might take some hefty programming (or negligible - I'm not a programmer, yet), but the game could take into consideration all of the civilizations' strengths (and weaknesses perhaps?) and plot them on justfied positions on the random map. Though, going a bit away from this, some people may have grown accustomed to (and developed an acquired taste for) the down-and-dirty challenge of having the worst start possible, and they could simply flip this switch *off* in the options at the beginning of game setup. In my opinion, there should be a lot of options at the beginning to Civ 4, since so many diverse styles of play have developed from previous titles/knowledge (and just as many different play styles should erupt from Civ 4 for it to be considered a success worthy of the title that is: Civilization 4).
Blockades. I could be too unobservant or noobish, but I believe that a coastal city that is blockaded can still utilize the ocean squares in it's city radius. I think this shouldn't be allowed: If all access to the sea from docks in the city are cut off, it's silly to say that fishing boats wouldn't be sunk on sight by the offending navy. It could already be in Civ3 like this, but I think I've always been able to use the other ocean squares that didn't contain enemy ships when I was blockaded. I mean, if there's only one naval unit and 3 ocean squares of access, then sure the boats would simply avoid the navy and get food and trade/commerce. If any sea-borne luxuries are added in civ4, the blockade would effectively cut off access to the luxury(ies) as well.
To be Continued in "ABC's: Part Again!"
Three ideas for you, hope they haven't been submitted yet or else I'm wasting everyone's time! :] But please keep in mind these are brainstormed ideas, so they're rough and subject to very little (if any) research and/or thinking (big 'if any' here) at all. Though, if you must flame, flame you must; Don't worry, I'm fairly tolerant of intolerance, and any suggestions/reformations/rants will be welcomed whole-heartedly. :]
"Adaptive civ bonuses" is actually a term I made up on the fly for my 3rd idea to go with my other ideas, so I could make the whole ABC's thing work in the subject!

This is the tip of the iceberg. Another idea is that if you're allowed to choose your own traits, you do it by a certain time, or at a certain time) e.g.: 0 AD, 500 AD, 2000BC, etc.), at which you'd get small bonuses or 'civ starter kits' such as a little more gold in the coffers for commercialists or a few able warriors for militaristic peoples. Maybe bonuses could be either substituted for or spread out across the ages like a general increase in trade or better trained warriors. These bonuses and traits could be chosen several times, with their effects cumulative: Maybe you started on an island but you've since conquered the adjacent mainland and are more focused on research and less conflict. At the next age or designated time or certain amount of time after your first societal focus, you lean more toward science. Maybe you'd keep your previous bonuses (your age-specific units would either become obsolete or you'd get some kind of bonus for a new-age corresponding unit upgrade, etc.) or cease to focus on them altogether, thus losing your bonuses but having more applied in your new field of expertise. I hope at least some of that makes sense. On the other side of the coin, the game could give you a preferred start, corresponding to your chosen civ. Might take some hefty programming (or negligible - I'm not a programmer, yet), but the game could take into consideration all of the civilizations' strengths (and weaknesses perhaps?) and plot them on justfied positions on the random map. Though, going a bit away from this, some people may have grown accustomed to (and developed an acquired taste for) the down-and-dirty challenge of having the worst start possible, and they could simply flip this switch *off* in the options at the beginning of game setup. In my opinion, there should be a lot of options at the beginning to Civ 4, since so many diverse styles of play have developed from previous titles/knowledge (and just as many different play styles should erupt from Civ 4 for it to be considered a success worthy of the title that is: Civilization 4).
Blockades. I could be too unobservant or noobish, but I believe that a coastal city that is blockaded can still utilize the ocean squares in it's city radius. I think this shouldn't be allowed: If all access to the sea from docks in the city are cut off, it's silly to say that fishing boats wouldn't be sunk on sight by the offending navy. It could already be in Civ3 like this, but I think I've always been able to use the other ocean squares that didn't contain enemy ships when I was blockaded. I mean, if there's only one naval unit and 3 ocean squares of access, then sure the boats would simply avoid the navy and get food and trade/commerce. If any sea-borne luxuries are added in civ4, the blockade would effectively cut off access to the luxury(ies) as well.
To be Continued in "ABC's: Part Again!"