The ability to have multiple leaders per civ (each with their own advantages/personalities). The possibility would then exist for revolutions within AI civs, where one of these multiple leaders is deposed by one of the other leaders of that civ.
Imagine having a peaceful neighbour whose government was taken over by a warmonger...or any civ which was clearly headed in one direction being taken in another by a change of leader.
Agree. Like a tournament mode, at end of each era there'd be a chance that nations near bottom place in power\cultural ranking categories would have their leader replaced by another. This would require at least 2-3 leaders available per tribe.
My other ideas are:
1 Much lesser corruption and commercial\cultural penalties for imperialistic expansion. This would mean bigger MAP sizes.
2. Bringing back power and reputation rankings(tribes listed from first to last) like in civ2 as well as having a cultural ranking. Alliances-like in civ2
3 For each tribe several more: Leaders(each with own personality), unique units, unique buildings, unique national wonders, unique great people and military generals.
3. Adding back great religions but keeping them historically accurate for each leader. Religions could include: monotheistic: Christian catholic, protestant and orthodox(each separate), Islam, Judaism- only If Hebrews are in the game, Buddhism, Great Spirit-Amerindian, Taoism, Zoroastrianism, etc. Also Hinduism, Polytheism and blood cult-Mesoamerican. Blood cult could be considered repulsive by monotheistic leaders and lead to war. There could also be communism as an option. All leaders would have a ranking of favourite government types and great religion.
4.Grouping all tribes into cultural groups-like in civ3. examples: African, European, Middle Eastern, Oriental, Amerindian, Indian. Each cultural group would have different: style of palace, citizen faces in city screen, building types and units available to be build. For example only Christian leaders- except Orthodox ones would be able to build Knights(others would build inferior Heavy Horsemen), only Catholics'd build Crusaders, knights Templar and Teutonic knights, only Middle Eastern and Oriental tribes' d build Horse Archers (unless having a unique unit), stuff like that.
5. Adding buildings and improvements like: Tavern-where you could hire out mercenary units(they'd be expensive but could mean keeping or losing your city in a time of war). Town Hall(Centre)-to fight corruption, sewer systems-to grow cities and highways- build by workers in modern era.
6. Dividing all nations into color groups similar to civ1 and civ2, each nations flag\symbol would be included within it's color groups color. This would ensure adding dozens of new tribes to the game. Examples: color
variation of blue)-available tribes-France\Franks(Holy Roman Empire)\Gauls\Normans, other groups: Rome\Italy\Venice\Genoa, Great Britain\England, Greece\Byzantium\Macedonia\Minoans, Germany\Prussia\Goths, Viking(Scandinavia)\Sweden\Denmark\Norway. This would ensure no overlapping on Earth maps and using the same city names(maybe even same leaders: Greece and Macedonia-Alexander). Player would be able to choose any nation in the game and each tribe wouldn't be able to square off only against 2 or 3 opponents.
Game designers would only have to make sure there are no tribes grouped together which have had historical contact- for players to recreate history a bit and not grouping culturally linked tribes in the same color group, for example not having Aztecs, Maya and Inca together in one color group,-also for the sake of Earth scenarios.
7. Several ways units would engage in a fight(several fight sequences). For example when attacking with Cavalry the unit would first fire their rifles over range before getting adjacent to the attacked unit where they'd fire again and then switch to swordplay, Legions would use their Pilum first before switching to the Gladius, Cataphract-which were armoured horse archers would fire a salvo of arrows over distance before engaging enemy with their swords, and so on. This would apply to most pre modern era units in the game.
8. Units could be produced in numbers. For example in a city you wanted to produce spearmen, you could have an option of producing the standard of 100 warriors, 500 or a thousand of these, each higher than standard number would take more time and resources to produce but you could get cost cuts upon ordering more than standard number. The higher the number of warriors in a unit the more warriors would appear on the playing map.
9. All units produced in cities should have population costs, this could be offset by more food produced by the tiles in the game. Units could be supported from the cities of origin, like in civ2.
10. Adding more tribes like: Great Britain, Scotland, Vikings(Scandinavia), Norway, Prussia, Goths, Saxons, Switzerland, Etruscans, Italy, Genoa, Celts(current Wales and Cornwall), Ireland, Franks, Gauls, Normandy, Ukraine(originally Kiyevan Rus), Crimean Tartars, Scythia, Slavs, Serbia, Czechs, Hungary, Bulgaria, Macedonia(ancient-Alexander and Phillip would be the leaders and Phalanx and Companions unique units), Thrace, Minoans(Ancient Crete), Phoenicia, Israelites\Hebrews, Canaan, Hittites, Lydia, Parthia, Medes, Sumeria, Gupta, Mauryan empire, Malaysia, Maori, Australia, Canada, Inuit(or Eskimo), Sioux\Cheyenne, Apache, Toltec, Olmec, Nazca, Zande, Nubia, Moors(based In Spain), and several others.
11. More unique units like: Ming Warrior, Junk, Samurai, Ronin, Ansar Warrior, Mamluke, Vulture, T32(T34) tank, strelets, katyusha, teutons, Tiger tank, U-boat, Viking-separate from Berserk, Man-o-War, blue jacket cavalry, raj warrior, trireme, Spartan, Praetorian, Chasqui scout, Brave-Amerindian, dog warrior, Horde-Mongols, Ulan cavalry(Poland), short axe warrior, cuirassier, Abrams tank, Spitfire fighter, MIG fighter, and more.
12 Other units: slingers available to all nations who historically used them, heavy horsemen, skirmishers, dragoons, ironclads, howitzers, grenadiers, axemen, bowmen-first primitive archery unit-, envoys-available in ancient era could establish embassies and bribe units, caravans-to boost commerce, curragh-like in civ3 but able to transport one unit, helicopter gunships, dive bombers, WWI planes and tanks, and many more
13. Table of traits\personalities applied to each leader. The categories could be: Aggression, Expansion, Science, Militarism, Religion, Industry, Monument\Wonder building, Agriculture, Commerce, Trade, Exploration, Colonialism, Seafaring(naval), airforce, diplomacy-skill, culture\art, etc. Each leader would have a score in each field, high score would mean some kind of bonus in that field, average-no changes, and low would mean some kind of penalty in that field. This could be done to historical accuracy, as much as possible
Sorry if any of these points are undoable or make little sense. Been playing mostly the previous Civ editions to this point.
If you read all this I salute you!