1. I would like to see a combination of Civ 4 BTS and Civ colonization, i like the colonization city format, but expand to 2 territories like Civ 4, so for the unit building have 7 kind of weapons Ranged, Melee (wood, bronze or Iron subcategories), Gunpowder, Armor and artillery which can then be used to form unit depending on which category it is in.
2. Like in Civ Rev i think you should be able to form armies by combining units, instead of being able to combine just units of the same type you should be able to combine a spearman and and axeman to creat and army, this makes it more realistic because in real life generals don't attack with axeman first and when they all die then attack with the spearman, they attack at the same time, so i think when combining units the units get 2/3 of their original strength, for example combing the spear man (strength 4) and the axeman (strength 5) gives you a Strength of 6 with plus %50 against horses and Plus %25 against melee units, the advantage of this is 1 i had 10 horse archers attacking 1 longbowmen in a unwalled city, in real life the horse archers would win, however i had a %3 chance with the fist one and lost 8 of them before giving up.
3. Change in unit strength and movement
Settler 1-2 Requires 50 Tools
Worker 1-2 Requires 50 Tools
Scout 2-2 or 2-3 with horses Requires 25 Tools (and 50 horses if mounted scout)
Warrior 3-1 Requires 30 melee weapons
Archer 3-2 receives X2 defensive bonuses, +50% when defending a walled city and 1 first strike. Requires 30 Ranged weapons
Spearman 5-1 +100% against Mounted and +50% when defending. 40mw
Axeman 6-1 +50% against Melee 45mw
Swordsman 8-1 Immune to first strikes and +10% city attack 50mw
Maceman 9-1 +50% against melle units 55mw
Pikeman 7-1 +100% against horses, +25% hills and forest defense
Longbowmen 6-1 Receives X2 Defensive bonuses, +50% when defending a walled city and 2-3 first strikes 50rw
Crossbowmen 7-1 +70% when defending a walled city, +10% when attack/defending plains and 1-2 first strikes 40rw
Horse Archers 6-4 +10% when defending a hill 40rw (and 50 horses)
Knight 10-2 immune to first strikes. 50 mw (and 50 horses)
Musketmen 5-2 +50 city defense +10% hills and mountains defense 1 first strike 20 guns (guns are just as easy to make as bows so the whole point of the musket is it is cheap)
Catapult 2-1 Can Bombard city defenses (12%/turn), Can Bombard units (10%/turn to a maximum of 75%)
trebuchet 3-1 Can Bombard city defenses (15%/turn) Can Bombard units (15%/turn to a maximum of 75%)
Cannon 10-1 Can Bombard city defenses (20%/turn)
Grenadeirs 8-1 +10% vs city, +50% vs Rifleman receives 1 first strike
Rifleman 11-1 +50% vs plains (att or def) +50% city defense, recieves 1 first strike
Supply Wagon 3-3 can heal units (units can't heal themselves) =.4 health/food in storage +50 Tool and give it food to heal units
ect, i don't play enough late game stuff to decide the rest
3. Conscription, at any time you can choose to conscript giving you the most basic unit you can produce for 1 citizen loss, +1

in every city
4. 2 tech trees, 1 for scientific advancement, the other for military advancement, so you can produce 3 types of each unit for example swordsman I, II and III, the first is the basic unit, then the second is +1 strenght the Third is +1strenght +1 movement
5. more realistic tech times, on noble the 2 times i have not got bored during the medieval era, i finished the tech tree between 1750-1850, and i have discovered christianity in 1100bs and 950bc, fix it
6. more unique units, i would like 4 uu/team like in rev
7. have to upgrade roads rather then upgreaded automaticly