Bring back pollution, corruption, and civil disorder. Also units having home cities. Preferably combined with, rather than replaced by, overall army and empire maintenance costs.
No, please no, home cities were the most annoying thing ever, pollution is a micromanagement nightmare and has never been implemented properly, and civil disorder is stupid in civ3 at least, why does a city explode and refuse to stop building just because one citizen group is angry that their city is growing and prospering? That makes no sense. Maintence can certainly be improved, but change your other ideas and they'd only be rolling back the clock to worse things, certainly not improving it.
Roads and railroad commerce bonuses so it's worth roading/railroading every square. Possibly railroads only giving 5x movement increase, with another upgrade step to make movement free.
Don't you remember why they took this out? MM is evil, and why I hated civ3 and don't have it anymore, You'll RR the entirety of your civ eventually, there's no need for further incentive to waste time.
Civ2-style air units you have to move across the map.
This I would like, though maybe rebasing (with a X-turn cost depending on how far across the map you were moving the plane) would be a good option.
No teleporting paratroopers and no teleporting airports; give me air transport units, and paratroopers that jump from planes.
Again! MM is bad, please, no! The system is great as is, just because you don't see the planes the paratroopers jump from doesn't mean they arn't there.
Civ4-style religion, and probably corporations as well, have not played enough BtS to really have a firm opinion on that.
Corporations need to be reworked before they are really usable, right now they seem to be a method to get resources you shouldn't be getting, or sucking money out of a poor mindless AI.
One-population-point initial settler units (as per Civ 2), upgrading to two-population-point units at the end of the Ancient Age, similar to the Civ3 Double Your Pleasure mod.
No thanks, new cities need a cost, which I think civ4 implements well, and forcing you to upgrade settlers is just more MM.
More ages; at least Ancient, Classical, Medieval, Renaissance, Industrial, Modern, Space. Optional future ages for those that like that.
No, that would be way too many technologies, I've played mods like that and it turns research into a trek, not a quest for something like it should be.
Umm, why? Arn't hammers more realistic?
Strategic resources with a specific location, that have a fixed finite amount of potential shields, which get used up by building units from them, or by the AI building units from them when you trade them. Needing to move a physical caravan to the AI to complete a trade. Caravans expensive and vulnerable units, and available trade routes limited to avoid Civ2 "power democracy" unbalance.
What's with the thing for MicroManagement? No, it'll just waste more player time to move caravans from place to place, and to carefully plan out how long each resource will last. (think of losing the uranium resource and being unable to build the last two pieces of the spaceship.
More variety of units, wonders, and improvements. Many many more than any one game however long can use more than a small fraction of.
Umm, why? I know it'd be great to wait 7 years for all the units to be made, but what exactly would be the point? I'd just be annoying trying to find what unit it was and what it did. (Think of the learning curve, civ4 is bad enough...)
Civ-before-4-type units with separate attack and defence strengths, instead of this silly business of RPS-type vulnerabilities among the early units.
Why the millions of units, but not the specialization of units with civ4? You're not making much sense here.... I want to be able to choose what my units will be good in, and stratigize with that how I want to play my game.
Exponential increase in unit attack strength and defence strength over time, with additional increases in firepower and hitpoints. Costs increasing appropriately.
What exactly is different from the regular civ4 system?
Civ-before-4-type fixed governments rather than civics. More of them.
Again, why? I want to choose how my civ works, no just yell at my advisors to make the government more like a monarchy and wait a year to start.
"advanced" mining and farming abilities, to make mines and farms more productive, requiring the square to be remined/farmed a la Civ2 farms, with two or three levels of improvement coming with appropriate techs. Resources on mined/farmed squares getting bigger bonuses accordingly.
Yay! More MM! Just what I always wanted....
Terraforming abilities acquired with later techs. All squares to be convertable to usable land with enough time, investment, effort.
This would be good, definitly agree with this.
Building a starship needing a significant amount of orbital development, making the endgame a whole new expansion phase.
Because we arn't already having enough fun waiting for the crazy space ship to get to Alpha Centari?
Starship taking a while to make its journey, during which it can be lost if the control centre/orbital facilities are taken.
No, please, no, I hated it when they brought it into civ 4 BTS, and I'd hate it if they did it again.
Less animation, less movies, less putting information into graphics rather than text.
Again, why? There's no point in regressing the game instead of advancing it, it isn't a boardgame.