Manverulin
I'm not crazy...
Here are my thoughts and ideas. I'm gonna be putting more when I come up with any more. Ideas, thoughts, suggestions, and constructive criticism welcome! 
Immigration
If you build certain Wonders like the Pyramids or the Sistine Chapel, if you have lots of culture, if you have a better government, are richer, etc. then, along with city flipping(immigration would be a mild version of city flipping), you could attract immigrants in the form of labourers in your cities. This could happen when a foreign city near your borders gains a population point, and then you would gain a population point as well.
Another idea, we could reintroduce(IIRC its been in a previous civ game) the Statue of Liberty wonder that would attract more immigrants from bordering civs(you know, that 'bring me your huddled masses' stuff fits perfectly).
For example, you're America and you have a border with the Babylonians. If you have a greater cultural value than Babylon, or if you could build the Statue of Liberty wonder, then when one of Babylon's border cities, let's say Lagash, gains a population point, then the nearest city or maybe your capital gains a population point as well. This commensalistic relationship then profits your cities while not harming Lagash, or Babylon as a whole. Or maybe, they just come directly from their cities, and they lose population points, while you gain.
Also, there are refugees that could come seeking refuge in your nation in times of war. You could limit the amount of people coming in and they could either go back when the war is over, or they could choose to stay.
Tourism
Although tourism is already implemented in the game, I'd like to see it develop more.
You have some really old Great Wonders, and they become famous world-wide. People, or tourists, come to see them and this generates income for treasury.
There could be a new city improvement, like a Tourist Department or Hotels or Customs Office or something of the sort, that would allow tourists from other civs to come into the cities which have the great wonders. Like, you know the population roster in your city screen? Well, there could also be a 'Tourist Roster' that could tell you what nationalities the tourists are and how many tourists there are. Or instead of that, there could be a tourist advisor and the tourist advisor screen could be modelled in a fashion like the domestic advisor's, so that there would be the list of cities that have the tourist improvement and the nationalities and amount of tourists in each city. There would also be certain amounts of gold from each tourist or groups of tourists, depending on the situation of the tourist's civ. And this gold would come from the tourists themselves and not the civ's own treasury. Just imagine having a continuous drain on your treasury just because your people want to go see the Pyramids in Trondheim!
Let's use the city of Boston for example.
So you go to Boston's display screen, or you look for Boston in the tourist advisor screen and you would be able to see the tourist icons with the appropriate colours of the tourists' nationalities.
Perhaps you see a group of French tourists, and let's say that France has tons and tons of gold. That would mean that the French tourists would have a lot of gold to spend, and therefore we profit from the large amounts of gold that the tourists would spend, (let's say that the max amount of gold a tourist can spend is 25(?)gold per turn and the min in 1) which would be about 15-25 gold per turn. Then you see some English tourists, and England is relatively poor. The English tourists would then spend about 1-5 goldgold per turn because of their civ's financial situation. You would then get a small stream of gold from tourism, each group of tourists from different civs giving different amounts of gold each turn. Of course, the amount of gold per turn for each group of tourists would keep changing and some civs won't even have any tourists to your nation.
Of course, there would also be negative aspects to tourism. There would be the terrorist that would be disguised as a tourist. And when the terrorist attacks, the suspects would be any civs that have tourists in your nation at the time. Almost like a spy if you will. This could then become a spy mission, and you could do this yourself. There would then be an option to refuse entrance to tourists of certain untrustworthy civs that are 'cautious', 'annoyed', or 'furious' towards you. If you yourself choose to do this, then there is of course a chance that you could be caught, and gain a black mark on your reputation. And of course, like other spy missions, this would cost gold.
For example, you just had a big trade disagreement with India and Gandhi went from 'gracious' to 'furious'. Well, you see a decline in Indian tourists, but a few turns later, a bomb explodes the library in Washington. You're on friendly terms with everyone that has tourists except for India. Guess the nationality of the terrorist. You got it, Indian. So, it leaves a black mark on Gandhi's reputation when this is revealed.
But if it turns out that you're not sure if Gandhi actually did it, and you have no actual proof that Gandhi did it(or he actually didn't do it), he doesn't get any black marks, and Washington is left being deprived of it's library.
Terrorists could also be able to somehow damage wonders, either by negating their effect for a certain amount of turns or something like that.
UN Meetings
Somehow, we could include meetings with the whole UN thing. When the UN is built, sessions could be held for solving problems, like 'China and Japan are at war. Should we stop them?' or 'The new World Bank needs funding for poorer nations for the next 25 years. How much gold/turn should each rich nation deposit?' etc. Then there would be a whole list of options about how to solve the problem. Kinda like the United Planets in Galactic Civilizations, for those of you who've played it before. Then the voting could happen at longer intervals, so there are more meetings before someone gets to win the election.
Original Inhabitants
In real life, nations like Canada, the US, and Brazil have many original inhabitants, or native peoples, which live on the land, but don't exactly completely control it. Why not put this in Civ? When you first inhabit an area, there are minor tribes which live there. You control the land, but they still live on it. They are like small towns which just are there and they can occasionally produce workers or population points for nearby cities. As long as you set aside small plots of land for their own use(about 4-9 tiles which will be left undeveloped, like reserves if you will), they are happy. If you treat them badly, then your reputation is marked.
Resource Introduction
In the beginning, certain resources, mainly plant and animal, are only found on certain continents/islands/whatever, and not on others. A real life example would be the introductions of horses to the Americas(I think). When the Europeans brought horses to the Americas, they became adapted to the environment and populated the land. The way these resources could be introduced are by trade, or when you colonize on another continent/island/whatever which doesn't have the resource. The resource would then start to spread and pop up all around the place.
Changing Terrain
We already have terrain changing due to pollution, but we should have stuff like shrinking lakes, and changing elevations.
Here are some examples:
-Terrain change due to pollution (already in the game)
-Shrinking lakes due to either global warming or some other reason (real like example could be the Aral Sea)
-Rising and decending sea levels due to pollution/global warming/whatever
-Rising and decending land elevations due to tectonics, like hills to mountains, vice versa and some other stuff (of course in real life, stuff like this isn't really noticeable, but hey, it's Civ)
-Jungles, forests, and marshes 'grow' (so if there is a group of the stuff around, or you replant it, it can slowly expand, like in real like, where animals, people, and wind spread the seeds around, then it slowly grows)
-Other stuff that the Firaxians can easily come up with
Natural Disasters
Add in stuff like:
-Tornadoes
-Hurricanes/Typhoons/Monsoons
-Drought
-Pests
-Tsunamis
-Earthquakes
-Forest fires
-Floods
Unit Trading
Pretty much self-explanitory.
Okay now I have some editor ideas
Culture Groups
The only culture groups available are Asian, American, European, Mediterranean, and Mid Eastern. We should be able to make new culture groups, like African, or Mesopotamian. The ability to make new culture groups could also allow us to make different graphics for different civs, if we wished to. For example, we could make different temples for the Zulu, Arabs, and Babylonians, who would otherwise have the same graphics under Mid Eastern. We could assign each a different culture group(African, Mideastern, and Mesopotamian) and have more flavour in the game.
Misc.
Some small things that could be useful:
- A move selection option (don't you just hate it when you place something really big on the map that you don't want to change, like a whole land mass with positioned resources, only to find out that it needs to be moved more to where ever?)
- A cut and paste option (for when you want to transfer a part of one map to another)
- Delete all of _____ resources and delete all of _____ resources in selected area
- More colours to pick from for the different civs (there are enough selections to pick from so that each civ has a different colour, but some look so much the same)

Immigration
If you build certain Wonders like the Pyramids or the Sistine Chapel, if you have lots of culture, if you have a better government, are richer, etc. then, along with city flipping(immigration would be a mild version of city flipping), you could attract immigrants in the form of labourers in your cities. This could happen when a foreign city near your borders gains a population point, and then you would gain a population point as well.
Another idea, we could reintroduce(IIRC its been in a previous civ game) the Statue of Liberty wonder that would attract more immigrants from bordering civs(you know, that 'bring me your huddled masses' stuff fits perfectly).
For example, you're America and you have a border with the Babylonians. If you have a greater cultural value than Babylon, or if you could build the Statue of Liberty wonder, then when one of Babylon's border cities, let's say Lagash, gains a population point, then the nearest city or maybe your capital gains a population point as well. This commensalistic relationship then profits your cities while not harming Lagash, or Babylon as a whole. Or maybe, they just come directly from their cities, and they lose population points, while you gain.
Also, there are refugees that could come seeking refuge in your nation in times of war. You could limit the amount of people coming in and they could either go back when the war is over, or they could choose to stay.
Tourism
Although tourism is already implemented in the game, I'd like to see it develop more.
You have some really old Great Wonders, and they become famous world-wide. People, or tourists, come to see them and this generates income for treasury.
There could be a new city improvement, like a Tourist Department or Hotels or Customs Office or something of the sort, that would allow tourists from other civs to come into the cities which have the great wonders. Like, you know the population roster in your city screen? Well, there could also be a 'Tourist Roster' that could tell you what nationalities the tourists are and how many tourists there are. Or instead of that, there could be a tourist advisor and the tourist advisor screen could be modelled in a fashion like the domestic advisor's, so that there would be the list of cities that have the tourist improvement and the nationalities and amount of tourists in each city. There would also be certain amounts of gold from each tourist or groups of tourists, depending on the situation of the tourist's civ. And this gold would come from the tourists themselves and not the civ's own treasury. Just imagine having a continuous drain on your treasury just because your people want to go see the Pyramids in Trondheim!
Let's use the city of Boston for example.
So you go to Boston's display screen, or you look for Boston in the tourist advisor screen and you would be able to see the tourist icons with the appropriate colours of the tourists' nationalities.
Perhaps you see a group of French tourists, and let's say that France has tons and tons of gold. That would mean that the French tourists would have a lot of gold to spend, and therefore we profit from the large amounts of gold that the tourists would spend, (let's say that the max amount of gold a tourist can spend is 25(?)gold per turn and the min in 1) which would be about 15-25 gold per turn. Then you see some English tourists, and England is relatively poor. The English tourists would then spend about 1-5 goldgold per turn because of their civ's financial situation. You would then get a small stream of gold from tourism, each group of tourists from different civs giving different amounts of gold each turn. Of course, the amount of gold per turn for each group of tourists would keep changing and some civs won't even have any tourists to your nation.
Of course, there would also be negative aspects to tourism. There would be the terrorist that would be disguised as a tourist. And when the terrorist attacks, the suspects would be any civs that have tourists in your nation at the time. Almost like a spy if you will. This could then become a spy mission, and you could do this yourself. There would then be an option to refuse entrance to tourists of certain untrustworthy civs that are 'cautious', 'annoyed', or 'furious' towards you. If you yourself choose to do this, then there is of course a chance that you could be caught, and gain a black mark on your reputation. And of course, like other spy missions, this would cost gold.
For example, you just had a big trade disagreement with India and Gandhi went from 'gracious' to 'furious'. Well, you see a decline in Indian tourists, but a few turns later, a bomb explodes the library in Washington. You're on friendly terms with everyone that has tourists except for India. Guess the nationality of the terrorist. You got it, Indian. So, it leaves a black mark on Gandhi's reputation when this is revealed.
But if it turns out that you're not sure if Gandhi actually did it, and you have no actual proof that Gandhi did it(or he actually didn't do it), he doesn't get any black marks, and Washington is left being deprived of it's library.
Terrorists could also be able to somehow damage wonders, either by negating their effect for a certain amount of turns or something like that.
UN Meetings
Somehow, we could include meetings with the whole UN thing. When the UN is built, sessions could be held for solving problems, like 'China and Japan are at war. Should we stop them?' or 'The new World Bank needs funding for poorer nations for the next 25 years. How much gold/turn should each rich nation deposit?' etc. Then there would be a whole list of options about how to solve the problem. Kinda like the United Planets in Galactic Civilizations, for those of you who've played it before. Then the voting could happen at longer intervals, so there are more meetings before someone gets to win the election.
Original Inhabitants
In real life, nations like Canada, the US, and Brazil have many original inhabitants, or native peoples, which live on the land, but don't exactly completely control it. Why not put this in Civ? When you first inhabit an area, there are minor tribes which live there. You control the land, but they still live on it. They are like small towns which just are there and they can occasionally produce workers or population points for nearby cities. As long as you set aside small plots of land for their own use(about 4-9 tiles which will be left undeveloped, like reserves if you will), they are happy. If you treat them badly, then your reputation is marked.
Resource Introduction
In the beginning, certain resources, mainly plant and animal, are only found on certain continents/islands/whatever, and not on others. A real life example would be the introductions of horses to the Americas(I think). When the Europeans brought horses to the Americas, they became adapted to the environment and populated the land. The way these resources could be introduced are by trade, or when you colonize on another continent/island/whatever which doesn't have the resource. The resource would then start to spread and pop up all around the place.
Changing Terrain
We already have terrain changing due to pollution, but we should have stuff like shrinking lakes, and changing elevations.
Here are some examples:
-Terrain change due to pollution (already in the game)
-Shrinking lakes due to either global warming or some other reason (real like example could be the Aral Sea)
-Rising and decending sea levels due to pollution/global warming/whatever
-Rising and decending land elevations due to tectonics, like hills to mountains, vice versa and some other stuff (of course in real life, stuff like this isn't really noticeable, but hey, it's Civ)
-Jungles, forests, and marshes 'grow' (so if there is a group of the stuff around, or you replant it, it can slowly expand, like in real like, where animals, people, and wind spread the seeds around, then it slowly grows)
-Other stuff that the Firaxians can easily come up with

Natural Disasters
Add in stuff like:
-Tornadoes
-Hurricanes/Typhoons/Monsoons
-Drought
-Pests
-Tsunamis
-Earthquakes
-Forest fires
-Floods
Unit Trading
Pretty much self-explanitory.
Okay now I have some editor ideas
Culture Groups
The only culture groups available are Asian, American, European, Mediterranean, and Mid Eastern. We should be able to make new culture groups, like African, or Mesopotamian. The ability to make new culture groups could also allow us to make different graphics for different civs, if we wished to. For example, we could make different temples for the Zulu, Arabs, and Babylonians, who would otherwise have the same graphics under Mid Eastern. We could assign each a different culture group(African, Mideastern, and Mesopotamian) and have more flavour in the game.
Misc.
Some small things that could be useful:
- A move selection option (don't you just hate it when you place something really big on the map that you don't want to change, like a whole land mass with positioned resources, only to find out that it needs to be moved more to where ever?)
- A cut and paste option (for when you want to transfer a part of one map to another)
- Delete all of _____ resources and delete all of _____ resources in selected area
- More colours to pick from for the different civs (there are enough selections to pick from so that each civ has a different colour, but some look so much the same)