Resource sites - Strategic, Bonus, Luxuries should be different from one to another in terms of output production even from the same type of resource. Iron Ore A produces 300 iron shields per turn. Iron Ore B produces 150 iron shields per turn. Therefore making it possible for consumption to outstrip production resulting in imports or further resource exploration to keep up with demand. A situation such as a civillization with 4 iron resources having to import iron from other civillizations as supply is not adequate could result.
I.e. Mine A produces 200 iron shields per turn. The production of 100 tools cost 30 iron shields per turn. The production of 100 swords cost 40 iron shields per turn. The production of 100 armors (knights) cost another 150 shields per turn. Total cost of iron shields needed would be 30+40+150=220 iron shields more than mine A could cover. This leaves the person two options. Stop production of armors so that the other two could finish at a much faster rate. Just produce armor. There would be more than enough.
Excess shields from production - The 50 iron shields excess from the above example could be stored in places such as warehouses (city improvement) until needed or sold.
Units - To enable Mounted Knights would require the use of the Horse resource to produce Horse shields. This should be usable for any unit. e.g. Mounted Phalanx, Mounted Warrior, Mounted Archers to quickly get from one place to another. When automobiles are available, then you get motorized units for even faster transportation. Vehicles have to be acquired first though.
Military Units - Each military unit could be made up of companies and divisions varying from as many as 10 soldiers to as many as 10,000,000 soldiers. This would allow the option of grouping all soldiers into one vast army in one small, tiny area or many small garrisons of soldiers distributed all over the empire. Now it only allows three or four military units to be grouped into one.
Mining - Mining on hills or land should produce stone/brick/mortar shields which could be used to build city improvements and wonders. Warehouses can store all these shields so a city could use them to build improvements or wonders at a much faster pace.
Improvements - Can built more than one type of the same improvement in more than one city. Costs more to maintain though. Can increase the size of the improvements.
City production - Can built more than one thing - improvement, tools, units, etc .... at one time. Although focusing on one thing at a time would take less time than doing two things at one time. Allocate the production in one city to another city. City A produces 18 shields. City B produces 3 shields. City C produces 30 shields. City A allocates 10 shields to City B. City C allocates 15 shields to City B. This makes a total of 3+10+15=28 shields for city B. This should allow the management of cities to be more efficient within a civillization.
Trading - Would like the option of trading shields (normally resource shields such as rubber, oil, iron, aluminum, etc, .... although the none-resource shields such as mortar, stone, bricks is also possible) to another civilization in exchange for money or other resource shields or personal favors. Also would like to see the quantity of resource and manufactured items in trade. Now, it only has trade resource one on one. Never said how much in the current CIV 3. Should allow the trade in terms of quantity such as 30 swords per turn in exchange for 20 aluminum shields per turn. Can renegotiate the quantity of resources and manufactured goods traded every 20 turns or so. So that can allow a civ to buy the same raw materials and manufactured goods from different civillizations depending on the situation to get better deals.
Specialist Citizens (Colonization idea) - Missing from CIV since the 1st version came out. Some citizens are expert farmers (produce more food than the other citizens), some expert miners (produce more shields than the other citizens), expert traders (produce more trade than the other citizens), expert fighters (begin with higher combat experience than the other citizens), etc .....
Loaning money to other civs - What happened to this option? I can't find it anywhere.
Caravans and Freights - Build trade missions between cities to increase trade between cities. Rather have no units. Just trade missions would do between cities (doesn't matter if domestic or foreign, the more trade there is, the more money made) to increase trade. Instead of negotiating with the governments of different civs as a whole. Trade Embargoes and War would negate this option, however, while it is still in effect.
Stock Exchange - Whatever happened to this improvement? It should never have been taken out. Wall Street Wonder is great but it can't replace this option.
Corruption - Arrggghhh!!!! I think there is too much corruption. There should be a corruption free government or something. Even corruption set at minimal for a particular government still causes a total of 1 shield per turn out of a 50 shields per turn total (49 shields lost or wasted due to corruption).
