cassembler
typically in screensaver mode
So, lots of threads have detailed stuff like "x should lead to y" or "Civ A should be included." That's all fine and good, but a lot of folks have some more generalized concepts to discuss.EDIT: April 12
This thread has evolved into a 'micro vs macro' conversation, with strong arguments on both sides. I think the consensus is that we all want the ability for both. More updates to this post coming, as some strong comments have been made.
Please BOLD any central ideas for quick perusing.
[EDIT: See Footnote]
For Starters:
- More Empire-Wide Policy: Civics are nice, and have lots of potential. Similarly groovy was SimCity's Ordinance system. Also, the EU series has some excellent ideas on domestic policy making.
- Less Unit Micromanagement: On some threads, the idea of going to an army system (as opposed to a unit system) is being kicked around. I'd rather carefully (and broadly) move eight larger branches per turn- especially late game- than dozens of units a couple of squares. It sucks my will to live.
- Shorter, more violent wars: Wars that last 600 years are square, and not in a good way. [Yeah yeah, The Hundred Year's War...
]
- Get rid of workers, spies, missionaries, and other "piddly" units: Without naming games, "society-level project programs" could nicely clean up unit clutter and streamline the turn.
- Better Demographics, histographs, and replay schemes: See Rewrite History: the Promise Since Civ1
- Fewer Buildings/ Techs/ Unit Types readily Available : PLEASE DON'T MISUNDERSTAND THIS: Choices are great, and I'm all for _more_ stuff, but make it harder to find... One chap suggested unlockables. I don't like deciding between fifteen buildings, eventually building most (or all) of them anyways. I'd like to decide between a handful of mutually exclusive buildings or techs.
- National Defense: Ties in with less unit micromanagement, but having a tax slider for national defense could _eliminate_ the need for units occupying each of your cities. When an enemy crosses the border, moves on your turf, or attacks a city, they suffer. And you pay money to keep it up. No money? Start selling or borrowing.
- More Stuff "Under the Hood": While knowing all of the statistics and formulas for everything is nice, I miss having to experiment. In fact, lots of us just kind of "know" that if you do X, then Y and Z will follow (as long as you have A, B, and/ or C in place). Leave some stuff to the "mysterious forces of the universe." [Edit: Blind Research, for example]
- Hex-based map: No explanation necessary. I just think Civ tactics would be better served.
- Grouping Cities: Group cities to assign orders, much like creating states. In fact, you could extend separate government/ policies to each state. Manage your colony in the new world differently, without having to "click n' tiddle" five different cities.
Credit to all of us here in our Ideas forum- no matter how jumbled, chaotic, and redundant. We will make Civ5 better than it is right now. ... ... which is really not existent yet, but you get the idea.

[EDIT: We all know that there's too many threads here, and I'm sorry I opened a new one for this. Problem is, when someone's light bulb goes off, they probably don't really like scouring the topic list to find the relevant niche/ thread. So goes the creative process. Perhaps some sub-forums (as has been suggested) could help form cohesiveness... $.02]