* pyramids and shw paya are overpowered, they should be removed. no civic change before related tech is reasonable.
free granary each city was better for the mids.
* in civ3, colonies bringing resource was very good (worker settled on a resource)
in call to power (if i'm not confused), you could also build a truck-kind-of unit to transfer the extra food/hammer of the tile to a city (of a tile outside city's fat cross). that was also reasonable as that resource was already in your borders.
* i would like civ5 to do sth about unit movement/penalty rules.
http://forums.civfanatics.com/showpost.php?p=8948083&postcount=221
* also bring back unit workshop of SMAC. i want paradrop settlers and workers with high defense strength etc.
*trade caravans in civ2 were meaningless and a waste of time. this is civilization, not railroad tycoon or pharaoh. i don't want to waste time on such manual trade settings.
trade caravans issue in civ2 had an overpowered option, i even conisder it a bug. you could transfer food from 1 city to other and the arrival city increased pop by 1 suddenly. then you do this for all cities and all your cities increase pop every 1/2 turns.
* settlers joining existing cities were fine but should be limited. i am also against the idea of growth stopping while building settlers. pop decrease should be there, but decrease by 1, not 2 like civ3 did please!
* remove workers as "call to power" way.
* a new research feature might come (optional) you could divide research in 4 divisions growth, economy, military etc. And you could divide your tax into these 4. you don't pick any tech to research (like blind res), you only pick which area of science you want to develop faster. than after 10 turns you get iron working as a surprise. you might also get horseback riding, but IW came instead. what would you do then? it would be harder to play but more realistic. but this should really be optional.