Boris Gudenuf
Deity
The sheer number of mouse clicks exercising influence in different areas is a problem with Civ. It starts manageable and reasonable in the early game, but by late game what were impactful individual decisions early become mindless clicks or switching to automation where available (not available in enough areas!).
Deciding the build order of your first two cities has a huge impact on the development of your civ. Deciding the build order of your 14th and 15th city is unlikely to impact the outcome of the game in any measurable way. The direction and extent of early scouting is critical. By mid game, all that matters for scouting is filling in the rest of the map, but which area first is much less important.
I really think a problem with the mid- and late-game malaise for civ starts with the nature of the decisions you're making, which do not change as the game proceeds, and which become less and less important over time (even though there become more and more of them).
I raise this in the context of this discussion, as it goes to the heart of the idea that we must have cities as a nexus for exercising influence. I think this should remain a key feature of the Civilization games. But I'm not sure the nature of the decisions being made at the city level need to stay as they are currently.
I disagree with arguments that the board game origins of Civ are a reason for some of its game design issues. Straying too far from good board game mechanics is a bigger issue, to my mind. One of the features of good board game design is to keep the weight of player decisions (i.e. the amount and impact of those decisions) relatively constant over the course of the full game.
Within the context of Civ, I think the conceptual change should be to think of the player as the governing body of a people. What decisions does that governing body make? how does the nature of those decisions change as their people expand, possibly absorbing nearby settlements either organically(cultural influence), through peaceful negotiations (trade/marriage), or war? how does it change as government and technology become more effective? how does it change as you give the population more or less freedom (and what are the concurrent impact on the productivity of your people)?
In other words, as your civilization evolves, so should the way you govern your empire, and the nature and types of decisions you're making. Your cities remain the hub of your civilization, but the commends you issue into and from them don't remain static.
Couple of thoughts occur to me from this...
1. Perhaps as the game progresses, the level of decision-making should 'move up': you start with, essentially, a Civ that is a City State of 1 city and some Districts and 1 - 3 smaller city-satellites. At some point, you become an Empire composed of Provinces/States/Satrapies each composed of cities, but increasingly your decisions are made regarding the Province, not the individual city. The level can move back and forth depending on the Technology and type of government - early Athenian Democracy was completely individual, every adult male citizen voted on virtually everything. Republics and 'Democracies' in the 18th - 20th centuries largely used Representational decision-making, in which Decision-Makers were elected, sometimes from or by another set of Decision-Makers who were elected by a percentage of the adults. Now, with internet/computerized communication, we have the possibility of going back to individual decision-making in some form.
In game terms, your decisions after, say, changing to some kind of Republic or Constitutional Democracy or even Absolute Monarchy might be at the Province/State level, or simply what kind of Ministers you will put in charge - Governors would have to be tweaked, because for much of the game they would affect a group of cities in a State rather than an individual city.
2. Many of the decisions made by the gamer now are in fact Artificial. Especially in the field of Social Policy and Religion, most of the 'gamer decisions' in real life were Reactions to changes in Social Policy and Religion that were taking place regardless of or in spite of the wishes of the 'government'. Change that whole Game Dynamic, and a whole host of decisions become less Specific, more general and more reactionary than before - and the number of decisions required goes down as conditions may result in No Decisions Required or Possible.
Of course, many gamers love 'micro-management' or being able to specifically 'tailor' their cities and Civilizations precisely for optimum results: they will hate all this, so any system has to allow you to keep making all the decisions, but perhaps with less precise results than before: you can Urge or Enhance, but not Order Social and Religious changes.
3. Governments and Government Types are a major driver of the level of decision-making. Even more important in many ways for this is the Technology of Government: the 'development' of Communications Technologies and Information-Handling Technologies. The invention of Writing/Literacy, Bureaucracy, Paper, Newspapers, Telegraph and Telephone, Steam transportation (land and sea), Radio, Internet, - there are a host of Technologies and (in game terms) Civics that could change the degree of effectiveness and the level at which they take effect, of your Decisions as a Gamer and Civilization Monger.
Quite simply, the level at which you can make Decisions may be forced on you by Technology and Civics in effect: The King can be the most absolute Ruler who ever sat atop a pyramid, but if no one can hear his orders more than a day's run away, his Decisions can directly affect about One City. Get a bunch of literate Scribes who can write the orders down and a 'pony express' that can carry those writs a hundred miles a day, and he can make specific decisions for quite a few cities at once. Add a Bureaucracy that can report and react to conditions in other cities, and he doesn't have to make specific decisions for every single City and District any more. So even though the Government type is Absolute Eternal Omnipotent God King (or: Civ Gamer, for short), he can actually have X number of Provinces to decide for instead of X number of cities.