Some things I would add:
Bigger maps - or the ability combine cities that are close together. I would like to play the game on a world map where England can have more than 3 cities on the home islands.
Notice that you can always buld cottages/towns - and these are also cities that you just cannot enter to do the micromanagement. Problem is not smaller maps - but general balance between global and micromanagement and map and time organization
I think a lot of inconsistencies and >>>ergo our discussions comes from the fact that in CIv that presents global view we have a lot of detailed management that it is not in accordance with the global scale
Just think of units - it is to detailed - Wars should be rather immediate process that looks like a quick calculation od odds and military power and gives a result (duration of war, casualities, city/terrain loss/gains etc.)
Of course we would lost so much fun gettin rid of war tactics and city micromanagement. But I'd like to hear a resonable solution to reconcile the global view with things like units walking between the cities for the hundreds of years, bulding mine 70 yetrs, training swordsmen 120 years etc. If anybody has it I would appreciate to hear that.
IMO it is impossible to create the game describing all elements of peoples' lives. And somewhere we should stop in going into details. As Skallagrimson said - one solution is to create algorithms for all micro processes and automate them. If you'd like to look at units walking day by day through the land or workers building the road , sieging the city you'll be able to do that taking the procersses from AI's hands but of course game will not be playable
Trully saying I have no consistent idea how this 'realism' should look like in perfect Civ we are talking about

On one hand we want to have Civics, global financial and social feaures, politics, technologies, and on other hand have the war tactics more detailed than in Panzer General and workers management - so please enlight me
