Just for the sake of the little thing thread I'll try be brief. Just one word. Realistic.
It seems to me by reading this thread that many civfanatics would love a switch to
a more realistic and scientific approach, less streamlined mechanics. Here's my take.
No more simplified rules and dumbed down techs.
We all love one way or another some complex system of previous civs.
Fast Micromanagement, statistics, tech sharing, map sharing, road building and mantainance, are what kept older civs interesting
till the last turn. Units were simplified in their management. All units needs to be lightweight. Simple graphics. Stackable.
Easy reading of all stats. In Civ VI there was no way to determine which unit in a city if stacked, had just 3HP of energy left, and which
had the health full-bar. No way to right click on a unit or stack to check its stats, its interaction with the terrain, its movement point left.
No way to fortify a unit for the time being without it being awaken and causing massive time-delays for every unit that refuses to just stay put.
No way to simulate a castle or city defence with a whole army in it, that could cause starvation if proper siege.
No way to send your galley into the unknown ocean tiles, or on a submerged volcanoe, a reef, a sea monster den, and let her meet her faith but while sinking
the Argonauts met sunken Atlantis that got them back to life with a secret tech (Ancient clock Antikytera building?) , one of many, that should be hidden behind tech perks and completely casual RNG. The (overlayable) map of sea winds and currents for example, stackable as a perk tech with Map making ( and a LOT of Astrology perks techs...) would speed up sea travel, trade, reveal death spots... treasures locations...
Realistic (which implies artistic). Small units. Fast simple animations. Lots of options for everything. Easy reading stats.
Traders could have health and movement. A weak trader could die in a desert if run out of moves.
A trade route should be manually set for each trader type. Trade posts could allow to swap a camel for a lama, horse, galley.
Complexity must meet realism. But once set, all kind of units must stay in the background for a fast pace.
If the trader must die bc I didn't care look, let it be! Oversimplify everything to make it easy to grasp is a death sentence of boredom.
Let the religion thing go on the background without us noticing? Let us automate the monks...
Give us back workers with advanced options... (build road from point A to pint B)
Workable mines and quarries upgraded in some sort of districts that requires permanent workers...
Little things.