-Add unit alert/sentry
-Add border growth when/where
-Remove ability of citizens to work tiles with enemy units on top
-Sleeping units should not "black out" like units who're out of actions
-Tool tip on production screen comes up with 0 second delay and obstructs the build options
-Too much time between heavy/light cavalry upgrades, considering horsemen don't upgrade to knights etc
-You need to get a notification when a barbarian scout appears on your border somewhere
-Barbarian encampments produce units too fast, like one unit every 1 or 2 turns, that's way faster than my cities
-The trade system is boring, considering all traders can have unlimited range due to trade posts, and all traders can go to the same destination city, so they all end up going to the one city with best yields. Trade yields per turn must be reduced with the time it takes for the trader to move between the cities (this also makes naval routes better, and indirectly makes navies more important). You should also get some yield penalty for making multiple routes to the same city.
-The AI needs some " the enemy of my enemy is my friend" kind of thinking. They also need to quit whining about my units being on their borders cities all the time, considering this is usually their own fault.
-Add option for notification of city population/border growth
-The combination of slow border growth and high tile purchase cost leads to border holes in the middle of your territory, looks silly
-When resuming a game, the camera always start in the middle of nowhere, for no good reason
-The warning icon for low housing/amenities on the city name gives a warning when the city is content, but doesn't give a warning when a city has -50% growth from housing
-When hovering over a tile it says "worked by 1 citizen" if someone work it. Should be enhanced to "worked by 1 citizen (city name)"
-Add a notification log
-Make it possible to check what tiles are being worked without having to click into the citizen micromanagement screen
-Add notification on barbarian encampent spawn on charted lands
-Make it easier to separate hills from flat terrain (see pic attached, hill with sheep)
-Make it possible to stack units with units from other civs. If 2 military units from different civs are in the same tile at the beginning of a war, simply have them fight each other repeatedly until one is dead
some more:
-no yields from removing stuff like woods and other terrain features
-cities with encampments can build any unit. having a strategic resource allows all cities to build related units. having one or more such resources also give a discount on build time and upgrade cost
-add an end turn button
-the AI should only denounce for war related matters
-the AI shouldn't care about different governments
-the AI should not pick wars with people with much stronger militaries
-hills should be +1 production, -1 food
-promotions should not give HP
-the minimap should be made more clear (not filled up with brown and all sorts of other colors everywhere)
-remove the AoE buildings, or make them give a fixed production/amenities, spread out over the recipient cities
-terra cotta army: "archeologists can enter foreign land without open borders". remove this ability (does it turn my archeologists into stealth archeologists? does it mind control enemy border guards? ... stupid)
-there should not be a limited amount of religions that can be founded
-borders have to be smooth and natural like civ 5
-scouts/rangers built in a city with encampment start with 1 promotion, built in a city with barracks start with 2 promotions, armory = 3 promotions and military base = 4
-warriors/scouts/warcarts should not be maintaince free. conscription policy should unlock later (medieval or so)
-trade route yields: + X from districts, + Y from other bonuses. that's not very enlightening, give precise information.
-city districts should be placable in tiles that were gained by another city
-show a city's yield focus on the city name on the map screen
-ocean tiles should yield more (2 food, 1 gold, more with harbor buildings)
-the great wall should be buildable just outside the borders (as well as on the borders). should be placable on top of features like woods, and reduce cost to 0.5 charges, since you need many walls to be effective
-city screen: get all relevant city info in tooltip on map screen, click on city and have access to tile purchase, citizen management, production/purchase menu, without having to click a specific button for each
-policies: many should be more like legacy bonuses: base bonus + additional bonus that build up over time, removing policy removes base bonus, additional bonus reduce over time at the same rate as it grew
-warmonger penalty for razing/occupying a city should scale with city population
-trade route screen should show all possible global trade routes, with option to hide the objectively inferior trade routes, the routes should be sorted from highest to lowest total yields