The things I would like to see are:
An options page when beggining a new game. This would include:
- nuclear weapons on/off
- polution on/off
- global warming on/off
- resources scale as to their frequency
- resources depletion/creation on/off and/or frequency
- increase/decrease amount of corruption
- increase/decrease military unit cost
- increase/decrease value of each commerce flag
- increase/decrease amount of food eaten per citizen
- be able to mix & match civilization colours, special units, figurehead, and special areas (eg. green elves, SU musketeer, religious/industrious)
- bombard lethal on/off
Foreign Adviser
- Show 16 Civs
- Be able to see who has what sciences
- History of 'outrages'
- Current deals and turns to expiry
Scenarios (MUST HAVE SOME!)
- Preferably WWII, Futuristic and a Fantasy one.
Diplomacy
- Mutual Protection pacts vs X only
- Can negotiate peace between civilizations
- 1 sided ROP
- Can cancel if both want to, or if you payout some money
- Can ask/demand to stop doing more specific things (such as build nukes)
- Non-nuclear proliferation treaties
- Environmental treaties (espescially in democracies)
- Fix the mutual protection pact so if my ally attacks X, and then X's allies attack him back, I don't have to go to war with X's allies. No joining the war if my ally started it.
Trade
- trade units
- computer initiate trades
- can put up specific deals that any other player can accept. This way when a computer player's deal expires, it might take up yours instead of automatically staying with it's current partner. This allows you to outbid rivals for resources.
- Can put something for auction. Then the highest bidder gets it. Of course, you must accept the bid even if it's a low amount or an enemy!
- Show the trade routes on the map when you trade. Then allow these to be pirated! That way stationing a privateer on the line, you get the resource for the next turn.
- Reintroduce Caravans.
Mercenaries
- There should be more units that work like privateers.
- Possibly bandits, electronic thieves, etc.
- Should be able to hire out troops, ie. mercenaries. Also should be able to hire troops. Of course, they can always switch to the other side!
Naval Combat
- +1 movement
- Submarines can only be attacked by units that can see them and airplanes
- submarines can bombard WITHIN water squares.
Other
- sleep/sentry command
- more small wonders (they're cool)
- cultural only city improvements (all the cultural buildings you have to build anyway to win other ways)
- city radius grid on/off so can see what is being used
- more terrain, eg. swamp
- library of 'spare' units, both SU and normal
- small map in editor
- doughnut map option
- radar station like in CTP so can see outside borders
- settler's build airbases
- Certain units have bonuses/penalties on certain terrain, and against specific civlizations/governments.
- Can "lock in" city squares so only a certain city will use them. Stops other cities pinching them after pollution or an enemy unit have been in them.
An options page when beggining a new game. This would include:
- nuclear weapons on/off
- polution on/off
- global warming on/off
- resources scale as to their frequency
- resources depletion/creation on/off and/or frequency
- increase/decrease amount of corruption
- increase/decrease military unit cost
- increase/decrease value of each commerce flag
- increase/decrease amount of food eaten per citizen
- be able to mix & match civilization colours, special units, figurehead, and special areas (eg. green elves, SU musketeer, religious/industrious)
- bombard lethal on/off
Foreign Adviser
- Show 16 Civs
- Be able to see who has what sciences
- History of 'outrages'
- Current deals and turns to expiry
Scenarios (MUST HAVE SOME!)
- Preferably WWII, Futuristic and a Fantasy one.
Diplomacy
- Mutual Protection pacts vs X only
- Can negotiate peace between civilizations
- 1 sided ROP
- Can cancel if both want to, or if you payout some money
- Can ask/demand to stop doing more specific things (such as build nukes)
- Non-nuclear proliferation treaties
- Environmental treaties (espescially in democracies)
- Fix the mutual protection pact so if my ally attacks X, and then X's allies attack him back, I don't have to go to war with X's allies. No joining the war if my ally started it.
Trade
- trade units
- computer initiate trades
- can put up specific deals that any other player can accept. This way when a computer player's deal expires, it might take up yours instead of automatically staying with it's current partner. This allows you to outbid rivals for resources.
- Can put something for auction. Then the highest bidder gets it. Of course, you must accept the bid even if it's a low amount or an enemy!
- Show the trade routes on the map when you trade. Then allow these to be pirated! That way stationing a privateer on the line, you get the resource for the next turn.
- Reintroduce Caravans.
Mercenaries
- There should be more units that work like privateers.
- Possibly bandits, electronic thieves, etc.
- Should be able to hire out troops, ie. mercenaries. Also should be able to hire troops. Of course, they can always switch to the other side!
Naval Combat
- +1 movement
- Submarines can only be attacked by units that can see them and airplanes
- submarines can bombard WITHIN water squares.
Other
- sleep/sentry command
- more small wonders (they're cool)
- cultural only city improvements (all the cultural buildings you have to build anyway to win other ways)
- city radius grid on/off so can see what is being used
- more terrain, eg. swamp
- library of 'spare' units, both SU and normal
- small map in editor
- doughnut map option
- radar station like in CTP so can see outside borders
- settler's build airbases
- Certain units have bonuses/penalties on certain terrain, and against specific civlizations/governments.
- Can "lock in" city squares so only a certain city will use them. Stops other cities pinching them after pollution or an enemy unit have been in them.