Gonna be lengthly, be patient I think there is a few good ones in here.
I mainly play civ 4 bts, starting in the industrial age, advanced start with extra cash. TThis is because I play hot seat and this allows games to go much quicked than early start. anyways here is a few ideas....
1) Whoever completes manahattan project should get at least a one turn or more advantage of building nukes. Totally makes sense historically and game play wise.
As it is now its backwards, you complete the manhattan project, and the other players have the ability to build nukes before you get back to your turn to have a chance to build a nuke one even though you did all the work on manhattan project. So it has happened where I build the manhattan project, the other guy then buys a nuke and then i get a chance to build/buy one but then get nuked on my ICBM city or uranium, rendering me on the brink of defeat.
2)Use of forts in neutral territory. You can build em but can't use them?? you can build roads and use them, why not forts??
3) Subs vs units that cant see them/ also stealth destroyers. I have tried to trap or redirect a transport by placing subs or stealth destroyers in the transports path, but the other players is able to move right through them and not only that, it even places your sub out of the way. If anything you move your transport onto a space with a sub on it, that should automatically destroy the transport, i.e. running into an ambush.
4) Forts as canals/ I know you can use them as canals two blocks wide but should be able to build fort-city-fort and go right through em, kinda weird you can't.
5) Fighter escorts. When you attack a city with a bomber and that city has a fighter/s defending you almost always lose your bomber. If you have a fighter/s in that city you should be able send as escort mission (or maybe upgrade) the fighter with the bomber.
Also seems that fighters have same defense anywhere in range, when this is not realistic. For instance enemy city three blocks north of my city with fighter defending, enemy units two blocks south of my city in my territory, I try to bomb enemy units with three bombers all three shot down by one defending fighter??? Also a gripe on fighter should onyl be able to defens so much, two at most defenses per turn.
6) Ability to airlift units into friendly cities. Maybe as a diplomacy option the a.i. has to accept. Perfectly feasible, specially in defensive pact scenario.
7)A.I. defensive stupidity.
-Not putting all units in to defend a city under attack. I have seen it countless times, landlocked city with no vulnerability has four units in it, the city under attack from seven units only has four units, why wouldn't the a.i. move at least three untis to bolster defense.
-Not using bombers or cruise missles to weaken units.
-Not drafting or using slaves etc.
-Refusing to talk even when under attack from soemone else, at least see what i got to help (maybe i'll give a tech or some units or a city to screw the other human)
8) Should be able to bomb/cruise missle or use a spy to destroy roads/railroads.
9) Artillery should be able to bombard from two blocks away
10) Airships and subs, really should you be able ot fly airships out late in the game and see subs??
11) Option to kill or capture worker units. If captured should be able to insert into cities as slave labour (extra production less food req.)
12) Ice breakers! or bomb to break ice.
13) Tanks should be able to act like artillery.
And...here is a few thoughts on general stuff.
Agree with common ideas like requiring supply routes, ambush possiblities and upgraded spies as terrorists/geurillas, hidden natiuonality units.
Also would like more options on advanced start
- no nukes option
- gauranteed resources in each starting area. i.e. ensure oil for everyone
- choice of two or more leaders/civs upon start.
- ability to start with more than two military units per city.
- an option to raze your own cities upon retreat.
- adjust amount of random events.