Well I for one wish something new out of this franchise. As of now we have a game that is completely linear: you know where you start, where you'll end and all the steps in between
What I want is a social development simulator basically. What I like is to test pet theories about what would have happened (and how) if this or that element had been changed, etc. This sound dreary of course but it doesn't need to be. Look at the Europa Universalis engine : there are concepts and ideas that can be re-used and if integrated with some proven Civ features - it would make for an awsome experience.
I've long beleived that a successful game is one that integrate multiple approaches into one coherent experience. Someone mentioned R:TW - there you have some strategy mixed with tactical combat - both very different in terms of operations - yet complimentary. So obviously with a concept as broad as Civ the idea would be to multiply those points of view. Something I'd call : interlocking. Your point of view would change depending on the types of actions you'd start: from grand startegy planning to operational to tactical to 1st person RPG. Obviously the main problem would be to keep all the elements functionning coherently so that when you'd leave the 1st person RPG mode and return to the operational mode events would have evolved accordingly.
So let's look at an exemple:
1) The first step would be to design the world you want to play in (mostly physical characteristics - basically that's when the anchor of your game -> the map - would be generated);
2) The second step is to select the human population you'll be playing with (no pre-defined culture here - only a report about available populations, their location and their general characteristics ->
Location: continent - river basin surrounded by deserts
Climate: desertic and sub-saharian
Ecology: seasonal supply of food resources - varying from scarce to very abundant in a relatively stable cycle.
Social Impact:
1st characteristic: relative abundance of food generates surpluses that needs to be stocked - thus an early labor division and stratification between those who produce the food, those who manage it and those who defend everyone else.
2nd characteristic: the cyclical nature of the food supply coupled with the dependency on the river for said supply induces a strong religious feeling in the people.
3rd characteristic: consequence of the 1st & 2nd - maintenance of the new social structure forces individuals to adopt a greated cooperation attitude.
so: highly organized / deeply religious / strong social cohesion
Choose people ? Yes - No
Yes - Name your people : __________
Your people beleives in 3 deities - name deities
3) Then you jump into the map (1st level - strategic - you see the cultural and religious area your people is predominant in). There are already small settlements dotting the landscape so you pick one of them and name it.
4) At this point you can jump a level deeper - on the operational map - where you can see the available resources and affect your environment.
So you'd have say a radius of ... 50 to 100 miles surrounding your original settlement. The map is divided into small hexagon which you can select by click & drag then by right-clicking and assigning a function:
10 hexes devoted to cultivation of wheat will feed 500 individuals - when that is selected you'll see a small worker go out and do as you commanded.
Here too would be displayed the settlement's ZOC: effective borders - the farther away from center you're trying to act the more costly it'll become.
5) The third level is the tactical one where you either fight or built your cities/ infrastructures
Inside a settlement you have access to the factions evolving and interacting there. At first it's easy: the clan leaders - then the warriors vs the priests vs the laborers. later on this complexifies further. Each has an agenda whose pursuit will affect the whole and how it'll evolve. At this level you can enact laws, research new things, sponsors art, favor religion etc etc. Every change affecting the factions which in turn will affect the whole in a dynamic system. At this level you have actual individuals appearing in various areas: a warrior, a shaman, a huntress... etc
6) The final level is the RPG portion where you can select one of the characters that appeared above and jump into 1st person mode - Neverwinter/Morrowwind style. If you're a warrior you could go ahead and lead the assault on the neighbooring settlement that you planned on attacing while being at level 2. Or you could be a priest/shaman and devise the minutiae of your people's religion...
So with these elements you would have a game engine - actually a series of engine working together - that would provide the game the whole spectrum of experiences ... thus keeping the game stimulating.
Make the this macro engine solid enough and then the publisher could live off it for a long time - issuing modules for various epochs or online offshoots etc etc etc...
A game world with scope, depth and breath...
Not gonna happen but at least I could share this with other gamers here
G.