1. Building hopper: for the love of god, pretty please let me pre-program building preferences that auto-start just like the workers do in civ 4. Imagine: when you start a city, you can hit the auto-build button, and select "custom", where you'd have several custom build cues, or hoppers. such as "Coastal" option might do 1.Spearman 2: worker 3: market 4:granary 5: lighthouse 6:trireme, and so on to 42: dry dock 43: hydroponic seaweed farm, etc. etc. whatever. The amount of time i've wasted re-choosng the same order of buildings is rediculous. what good is sumulated power without some binary minions to do away with repetitive tasks?
Why would you ever want a production queue of more than 3 units/buildings, let alone 43? That's insanity.
3. "build (x) in all cities now" mode - a switch you can pull to mobilize for war fast, or switch all your cities to building factories once they can, or markets because you need money, etc. etc.
4. "Build in all cities asap" - a switch you can pull to do same as #3, but only as soon as cities finish what they were previously working on
What we need is the ability to select multiple cities and change their production. Your idea will become obsolete when the player has built 16 or more cities, and still wants to keep 8 of them doing whatever they're doing during wartime production.
5. "Build-to-goal using all cities" or "build to goal using the following selected cities" eithor of which would do the math for you, and spread out the work of building, for example "8 tanks, 2 transports, a battleship, and 2 mech infantries using all non-wonder-building cities". the work woul dbe broken up to get you to that goal as fast as possible, with the least amount of waiting an extra 8 turns for that last city to finish. this algorythm should also factor in expected growth, expected wonders about to be built, etc., and adapt when a city gets conquered, etc.
So... you want to take all of the strategy out of the game.
7. Give us the freedom of complete map customization that doesn't effect score, before a game starts. In general, just trust us to create our preferred game experience.
Just start a custom game, go to worldbuilder, make the map you want, and then start playing. Or if you don't want to remember what the maps looked like, save several regenerated maps you think are excellent (such maps appear occasionally), go to the main menu, pick custom scenario, choose one of your saved maps at random, and play.
8. awesome future techs. the civ2 expansion sets took us to a rediculous array of other worlds, units that were uber-advanced and mysteries that rivaled middle earth and alien alike. can we see some of that again?
Antilogic won't like that.
9. have a button that shows the city-area pattern of all known cities (the 5x5 grid with corners removed) of all cities, and marked out not-yet-cities. that way, you can see where to put your next city without doing knight-moves over and over in your head. another toggle could indicate un-used squares.
Turn on Show City Radius under the Graphics tab in the Options menu. The thing you're talking about shows up whenever you have a settler selected, the only time it's useful.
10. with later technologies, squares beyond just the standard city-stamp (the 5x5 pattern w/ corners removed) should be avaiable to cities farther and farter away, depending on improvements, city improvements, and technologies.
They had this in CivRev, and it was one of the few things I liked about that game. Yes, I agree that city jurisdiction should expand by building certain things, such as Courthouse, which currently become almost completely useless once Banks are available.
11. allow the dismissal of a whole city into settlers for a penalty, to move conquered cities that aren't where you want them, etc. etc.
First of all, that's completely unrealistic. Have you ever heard of people just picking up a city and moving it somewhere else? Second, that's part of the game. You have to decide whether the city is placed in a strategically beneficial location for you, and if not, raze it. Also, this may be difficult for you to grasp, but sometimes, overlapping city radii is actually more strategic than using each tile only once. Especially in the early game, putting your second city close to your capital reduces maintainence.