Here are some of my own personal annoyances that I would like to see addressed:
- Have an option to disable unit cycling.
- Add a "don't show this again" checkbox or button to tutorial dialogues.
- Highlight which tile(s) will be annexed next by a city's culture, and display how many turns till next tile annexation.
- Add a production queue for cities. (though the way that districts work might make this more difficult than it would seem)
- Add a "Restart Game" / "Regenerate Map" button.
- Save previous game settings when going to "create new game" and "play now".
- Allow human players to request that the A.I. move troops away from your territory.
- Make A.I.s less confrontational in the early game.
- Make sure the A.I.s' left hand knows what its right hand is doing: don't send me a delegation and trade route and then declare surprise war on me.
- Streamline the way that A.I. threats (and other diplo messages) are presented.
I did a full, more detailed write-up of these ideas, in case anybody wants to read them:
http://www.megabearsfan.net/post/2016/11/10/Civ-VI-nags-and-nitpicks.aspx
As for more long-term suggestions (like for DLC, expansions, etc), I also have a few ideas:
- Add antiquity sites in the oceans- (such as ship-wrecks or underwater cities).
- Divide "coastal" tiles into two types of tiles: "coasts" (adjacent to land) and "shallows" (not adjacent to land).
- Add some features and resources in the ocean that add some production to coastal cities. Things like shoals, reefs, atolls,
- Give all melee naval units the Coastal Raid ability, and allow all naval units to heal when adjacent to land, so that early naval units are more useful.
- Add buildings that you can build on mountains (such as an Observatory, Ski Resort, or wonders like Machu Pichu).
- Allow the Water Mill to be built in districts other than the city center (perhaps make it part of the Aqueduct district?).
- Add a non-aggression pact diplomatic agreement.
- Have multiple Eurekas / Inspirations for each tech, and randomize which one is selected for each tech every game. Maybe even make them hidden to the player until you trigger them. That way, they feel like surprises and rewards instead of being tedious checklists.
- Add some kind of shared, cooperative victory.