I'd also move the Recruit Partisans spy mission into the city center and make its success rate dependent on a combination of the amenity and housing situation of the city (i.e. one spy could constantly churn out rebellions from overcrowded, unhappy cities but happy and well-housed cities would be extremely resistant to rebellion).
This is such a cool idea! It would be great to have this penalty for not keeping up with housing. Keeping up with amenities is important, but you get to a point (20+ population) where it isn't worth the time to worry about housing anymore because it only stunts growth and your cities are already pretty huge. I think it is a super cool idea to suggest that rebellions are easier with less housing and amenities!
3. Make the World Congress and diplomatic favor more useful by making possible to guide the resolution agenda. Some of the votes are actually extremely useful, but it's completely random as to whether those show up or if the AI just decides to ban a luxury. I'd like to see two rounds of voting, with the first one setting the resolution agenda 10 turns before the World Congress convenes. I would also separate out the A and B parts of the resolutions.
Agree. 100%. Sometimes the items being voted on are important to my strategy and other times they don't matter at all. It would be very cool to be able to vote on the agenda from all the available options for that era.
5. Give us the option to ask an ally to stop attacking a City-State we've suzerained.
This would be an amazing improvement. I really enjoy the city state mechanic and nothing is more annoying that having an AI declare war on and take out a city state just turns after you pumped it full of envoys. If its nearby, I will always liberate it, but if its on the other side of the map or in the middle of enemy territory, it is just lost forever.
2. fix Helicopter units. Either they shouldn’t require aluminum Upkeep if they are so weak compared to aircraft; or they should be very strong to reflect the premium value of aluminum. Either direction is fine.
Again, 100% agree. I love helicopters, but they can't compare with planes, so they aren't worth the aluminum. I don't build them anymore since the GS xpac introduced the strategic resource mechanic (which I love, btw).
Along this line, there probably should be a way to get resources that you don't have access to. Sometimes there is none of a specific resource anywhere near my cities. Not having niter hurts alot early game (bombards). Not having oil, aluminum and uranium hurts alot late game (artillery, planes and death robots). Alternatively/(in addition?) it would be nice to have a few more units that don't require any resources. Right now it is just the anti-cav and range units?
Maybe it makes sense to have two versions of some units? The same way the 'Lagrange Laser Station' and 'Terrestrial Laser Station' works. In that case, one runs on aluminim and the other on power. You could have two versions of units. For example, rocket artillery that runs on oil (1 oil + $8 per turn) and another type or artilery that runs on cash ($30 per turn, more?).