For bugs, I can't imagine anything better than Bamspeedy's list in the bugs sub-forum (
http://forums.civfanatics.com/showthread.php?s=&threadid=70063 -- already referenced) This is very cool and clear and well-organized. I have some quibbles with classification (RR to city bug I would classify as moderate not minor, but things like that are just tiny details.)
Small modifications:
- Put battles without animations back to quick show of hps drop, like it was pre-C3C (or make an option for this in preferences). Lots of us liked this the way it was before.
- Remove the added one turn of anarchy (not sure if this is a bug or a feature, but anarchy's frustrating enough without it being +1 turn universally). This also limits experimentation/playing with the new government types, as the change is now almost never worth it.
Might be more involved but cool modifications:
- Make worker purchase only available with a certain tech. In the Epic game, I would have this be map-making or writing. In the conquests, it would necessarily vary but shouldn't be immediately available. This eliminates a few exploits, is natural, and fits with a lot of the rest of Civ3.
- Eliminate reputation hits from the death of a civilization. There are other problems with reputation that are much harder to solve, but this one seems easier. If a deal is broken because a civ no longer exists...no rep hit. It "seems" like this particular one should be relatively straight-forward.
- Make army units culture-flip proof. That is, a city with an army defending it (a true army, probably generated from a military great leader, not just a bunch of units) will never culturally defect to another civilization. This is keeping with the C3C trend of improving army effectiveness and can eliminate significant player frustration. Losing 20+ units I can handle -- losing an irreplaceable army is just a bit too much to take.
And one more plea to not break the game by changing the combat system....
Arathorn