I'm a big fan of realism in almost every game I play, and for this reason the civ3 culture engine irks me. Not only the culture engine, but the tribes themselves. Anyways, here are a few ideas I have to make the game more realisitic and dynamic.
Culture should be a monster on its own. Culture does not determine borders in real life, why should it in Civilization? The United States' culture crosses over into southern Canada very much, however in Northern Canada there are much stronger French roots. So, as I see it, cultures should overlap on one another and ignore borders. When one country's culture is stronger than another country's and the stronger country's culture covers a large amount of land of the 2nd nation, annexation should become possible. First, people in cities should not be born the nationality of the city's owner, instead they should be born the nationality of the most prominent culture, or in a ratio of cultures overlapping over the city. This would make things such as the Anschluss of Austria available. It's hard for me to describe how this would work exactly, so I'm hoping others can help me with my ideas.
Truthfully I've always been sortof annoyed that you could even choose civilizations in the game. I mean in real life cultures developed according to surroundings. Terrain, diet, luxuries, government, surrounding cultures, leaders, and religions all contribute to a culture's development. I know everyone likes having historic civilizations with associated races, but maybe instead of giving each civilization a distinct culture different from other civs, you could make culture dependent on the things I listed and the percent of similar things with another nation would be the cultural compatibility between the two nations.
Other assorted gripes...
Be able to choose the degree of a free market
Be able to assign an official religion
If catapults can bombard adjacent squares, and archers&bowman both have an equal or greater range in real life, why can't they bombard adjacent squares?
Cities should have dynamic shapes, expanding by assigning workers to squares adjacent to already worked squares.
Military units should cost some population. Not a whole citizen, instead some of the actual population(food) count.
Seems to me almost all of the ancient military units should be able to enslave conquered units, not into more military units, but instead into workers. Also, there should be POW's in later eras.
There should be a budget system where you can allot money to military training, supplies, roads/transporation, etc... with a super high military budget your forces are equipped better, and new technologies are implimented. There should be different types of technologies you're developing as well. Military strategies/doctrines should be researchable.
I'm gonna end my post with that as it's pretty late. Sorry if people have already mentioned many of these, but I'm not willing to sort through all the posts in this forum.
Culture should be a monster on its own. Culture does not determine borders in real life, why should it in Civilization? The United States' culture crosses over into southern Canada very much, however in Northern Canada there are much stronger French roots. So, as I see it, cultures should overlap on one another and ignore borders. When one country's culture is stronger than another country's and the stronger country's culture covers a large amount of land of the 2nd nation, annexation should become possible. First, people in cities should not be born the nationality of the city's owner, instead they should be born the nationality of the most prominent culture, or in a ratio of cultures overlapping over the city. This would make things such as the Anschluss of Austria available. It's hard for me to describe how this would work exactly, so I'm hoping others can help me with my ideas.
Truthfully I've always been sortof annoyed that you could even choose civilizations in the game. I mean in real life cultures developed according to surroundings. Terrain, diet, luxuries, government, surrounding cultures, leaders, and religions all contribute to a culture's development. I know everyone likes having historic civilizations with associated races, but maybe instead of giving each civilization a distinct culture different from other civs, you could make culture dependent on the things I listed and the percent of similar things with another nation would be the cultural compatibility between the two nations.
Other assorted gripes...

Be able to choose the degree of a free market
Be able to assign an official religion
If catapults can bombard adjacent squares, and archers&bowman both have an equal or greater range in real life, why can't they bombard adjacent squares?
Cities should have dynamic shapes, expanding by assigning workers to squares adjacent to already worked squares.
Military units should cost some population. Not a whole citizen, instead some of the actual population(food) count.
Seems to me almost all of the ancient military units should be able to enslave conquered units, not into more military units, but instead into workers. Also, there should be POW's in later eras.
There should be a budget system where you can allot money to military training, supplies, roads/transporation, etc... with a super high military budget your forces are equipped better, and new technologies are implimented. There should be different types of technologies you're developing as well. Military strategies/doctrines should be researchable.
I'm gonna end my post with that as it's pretty late. Sorry if people have already mentioned many of these, but I'm not willing to sort through all the posts in this forum.