t capturing any -- 
nuke the same city several times in one turn to get its population down to 
1, then run in with a Mech Infantry unit. I got a lousy score, thanks to 
all the pollution.

In order to get into these situations, you have to leave the enemy alone. 
Several of the computer civilizations will develop high tech, but they are 
all weak at the beginning of the game. Choosing 6 civilizations seems to 
help, as well; both the Indians and the Mongols seem to be stuck on 
Conquest -- if you put the Mongols and Babylonians on the same landmass in 
4000BC, the Mongols win every time. I often choose 6 and play pink in order 
to have the best chance of getting a high-tech opponent.

The Romans always get high tech, but never build enough cities or enough 
units; the Babylonians seem to be consistently the most interesting. The 
light blues rarely survive into the A.D. years, so the yellows are the 
second most interesting opponent.

n) Hide in a Corner

Once in a while, instead of trying to build as many cities as possible as 
quickly as posible at the start of the game, try sticking to one or two 
cities for the first 1000-1500-2000 years. Not until you have reasonably 
powerful cities do you send out an expedition, either a colonization 
expedition with two settlers plus a few phalanxes and legions, or an army 
of conquest, at least 4 chariots with more to come, plus a settler to build 
a military road.

This strategy is indicated when your first explorer finds that you are 
stuck in a lousy corner of what looks like it might be a large land mass, 
and there are no decent city sites near you.

One advantage of waiting is that the enemy cities can grow large enough to 
be really worth capturing, and might contain a few WOWs.

I had this work out well just recently. My first explorer went a long, 
winding way and saw a road; I pulled it back, and it seems that nobody 
noticed my visit. The Romans and Zulus wiped everybody else out and lined 
up against each other; the distance was so great that my first wave of 
chariots took 200 years to arrive, but thanks to the two settlers building 
a road, the second wave was right behind. Because all their military units 
were out in the field facing each other down, their cities were lightly 
defended. What a surprise when my hosts swept down upon them! Zimbabwe and 
Caesarea ( each of which was larger than both my cities put together ) were 
mine at the first stroke, and their vast armies in the field vanished. Rome 
held out for hundreds of years after the rest, but after it fell, I had 
more than a dozen good-sized captured cities, decent technology due to 
captures, and despite having waited 1500 years before beginning the 
conquest, I was still on track to go Democratic with my captured Pyramids 
and bulging treasury. The rest was boring...

o) Archipelago

You find yourself alone on a small island with room for only 1 or 2 
cities....

Actually, I have done the Ostrich with just 2 cities; but they were 
resource-rich city sites. The disadvantage of islands is that two important 
Wonders work only on cities on one landmass.

If you get a foothold on a major landmass, you can just convert to one of 
the other plans; but if the first thing you find is another island, you're 
in for it. After 3 or 4 islands, you might as well deliberately avoid the 
mainland and instead scout out as many small chunks as you can find, just 
to make things interesting.

So far, every time I have customized for small land mass, I wound up on the 
biggest chunk around, with neighbors. Maybe the game deliberately avoids 
putting you on places that are too small.

p) Diploblitz

After Ostriching for a while, you eventually become very rich. Your 
treasury doesn't collect interest, so you might as well use it.

If you just land a few diplomats, the enemy may sneak attack and kill them 
all; so what I do is fill up 3 or more transports with diplomats and land 
them all at once. You can usually unload 5 diplomats per turn per transport 
without stacking them; bribe any units that happen to be standing on the 
shore. If you unload 15 diplomats in one turn, at least some will survive!

As the first wave moves inland, the second is unloaded. The first wave buys 
any military unit it sees, and of course subverts any city it can. The 
transports go back for more diplomats. You can conquer a whole civilization 
this way, in just two or three turns; which is fun to watch on the replay!

If you don't have enough cash to buy a city, industrial sabotage is nice. 
Doing it just once per turn is almost useless, though; the computer can buy 
back whatever you destroy. The right way to do it is to hit one city with 6 
or 8 diplomats in one turn -- when the cathedral, bank, city walls, and 
factory are all gone in one turn, what's poor Caesar to do?

In short, the idea of the diploblitz is not to use diplomats by ones or 
twos, but by bucketloads.

q) Trading Cities

You find yourself woefully behind in technology. The enemy is spreading out 
over a large continent.

Scout around the edges and find a small city you can afford to buy. Post a 
bunch of diplomats nearby. Steal a tech and buy the city, thereby gaining 
two advances. Now make the population into taxmen, sell the improvements, 
and leave the city undefended. When the enemy takes it back, steal another 
tech and buy the city again! It will be cheaper to buy it this time -- you 
sold all the improvements and the population is smaller.

Repeat as needed until the city is completely destroyed. Find another small 
city and do it again.

r) Take No Prisoners

Your homeland is full of big, beautiful cities. Your army has overrun the 
enemy but you don't feel like managing any of the crappy cities the 
computer built.

After you kill the last defender, don't take the city! If the computer has 
any money left, it will make a new defender, which you can also kill -- it 
won't be fortified, after all.

Hit the city with a DiploBlitz and keep it empty. Eventually, you may get 
it down to a population of 1, and can then simply destroy it. Otherwise, 
maybe some barbarians will come along...

Here's an interesting goal: try to get a whole enemy civilization into this 
state! If its treasury is empty and every city is in disorder, can it ever 
recover?

s) The Helping Hand

You have lots of bombers or battleships handy, but no ground units nearby; 
besides, you don't feel like dealing with any new cities.

If a different enemy civilization has a unit near the city, or if 
barbarians are on the way, just kill all the defenders and watch what 
happens. You can weaken the strongest enemy this way.

By the way, the enemy civ that takes over the empty city will *not* feel 
any sense of gratitude.

t) The Rock

Sometimes you can throw a monkey wrench into an enemy civ and take it 
completely out of the game by posting one lousy phalanx on top of a 
mountain. This only works at an early stage of the game, and the victim 
must have no open land for expansion -- either on an island, or blocked 
into a corner.

Instead of building triremes and settlers, and instead of advancing 
quietly, the enemy civ builds lots of cavalry and legions and chariots, 
surrounds the rock, and keeps moving its units around. It's fun to watch 
them riding around your mountain, brandishing their swords, waving torches, 
and shouting imprecations.

Eventually they sneak attack, and lose dozens of units. Then they make 
outrageous demands, tell you to prepare for war, ride around and shout, and 
eventually attack and lose more units. By the time they destroy that 
phalanx, you're ready to put a rifleman up there, and they're still 
undeveloped!

This depends on the leader's personality; it works against the Russians and 
the French, but not against the Romans or Chinese.

Of course, to ensure against losses, you want to scout around their coast 
and find as many rocks as possible, because if they manage to get rid of 
all your outposts, they'll start behaving reasonably again, but one phalanx 
on a mountaintop is all you really need to make it work!

u) Replay

Always make a save file in 3980 B.C.; as soon as you finish the game, 
consider starting over in the same world but following a completely 
different strategy.

In the replay, you have the advantage of knowing more or less what the 
world looks like, which spoils things a bit; but in compensation, you have 
the chance to change history.

A diskette full of old 3980 B.C. save files is nice to have, especially if 
it contains interesting worlds. After a while, you don't remember much 
about the world, and can replay without spoiling the mystery of discovering 
the unknown. When you get an interesting world, you may also want to share 
it with someone.

Note: you need both the CIVIL?.SVE and CIVIL?.MAP file!

[UNQUOTE]

2) Colossal City Strategy
--------------------------

I have deliberately kept this separate from the other strategy section as 
it really is a game apart. Once again I hand the subject over to Ralph 
Betza:

[QUOTE]

The long-awaited Colossal City strategy is not a strategy. Instead, it's 
just a simple trick that makes any high-tech strategy work much better.

It's this simple: build the Colossus and Copernicus' Observatory in the 
same city.

Of course, you want that city to be your capital, so that there's no 
corruption; of course, you want it to grow big and have a university and 
lots of nice trade routes.

Of course, you want to build the Colossus as soon as possible.
(   I have done it by 2800 BC without cheating! Lucky villages and
(   ransom from barbarian leaders did the job. Building it with
(   caravans alone, 2300 BC is good; and perhaps the resources you
(   invested building it so early would have been better spent
(   making more settlers and more cities... )
Therefore, you want to develop trade as soon as possible.

Note: since the computer cheats in building its Wonders, if someone else 
builds the Colossus first it's not unreasonable to use the save-game cheat 
to stop them.

Combining the Ostrich strategy with the Colossal City makes it possible to 
reach future tech before 1 AD without cheating; if you have a gold mine and 
a swamp in the Colossal City's zone of influence, that's all ( almost all ) 
the good luck you need.

Building these two Wonders, and building a Cathedral and University in one 
city while the others are small, is hard to do unless there are a few 
resource-rich cities near the Colossal City.

In fact, this does force a Colossal Strategy for the early part of the 
game. Build as many cities as possible; the outer ones fight wars and build 
more cities, while the inner ones just build caravans. All but one of the 
cities stays small; the Colossal City must grow, grow, grow, so it needs a 
temple and a granary and a library and a university and a cathedral. The 
division of labor, with different cities doing different things, makes it 
interesting.

Customizing for "Large Land Mass" is helpful.

To reach Future Tech by 1 AD, go to democracy as soon as possible, and set 
luxuries to 30%, taxes 30%, science 40%; research will slow down for a few 
years, but you'll collect a lot of money with which you can build 
cathedrals, marketplaces, banks, acqueducts, and so on, and very soon 
you'll be up to "advances: 1 turns". 30% luxuries is just enough to keep 
everybody happy all the time, and to cause occasional "we love the 
president" days, in cities that complete their markets and banks and get 
trade routes.

To play a strategy that wouldn't work without the Colossal City, stay in 
Despotism until you build Suffrage and then go to Republic -- you'll only 
be up to Automobile or so by 1 AD, and your scraggly little cities will 
have trouble building those expensive armor units, but you'll have fun 
winning. Keep building caravans, keep science at 100% as long as possible, 
make factories in a few cities ( using the caravans to do so ), and pay the 
rent by building and selling city walls, and by sacking enemy cities. You 
may *need* to follow this plan if you have a land war against a tough 
opponent on a huge continent. This plan is fun because you don't have to go 
into a shell ( like the Ostrich ), and you don't have to concentrate 
singlemindedly on military affairs ( as in Conquest ); instead, you get to 
do a little bit of everything.

[UNQUOTE]

3) What is the best way of taking an enemy city?
------------------------------------------------

Sure fire way for musket/cannon level cities with city walls:
1.  Build lots of cannon, diplomats (4-6), and settlers (2-3). 
2.  Move a vetran musketeer adjacent to the city to take and fortify.
3.  Move a settler to the musketeer and build a fort around him.
4.  Use other settlers to build a road to the musketeer, if necessary.
5.  Stockpile several cannon and diplomats in the fort.
6.  When you are ready, have the diplomats sabotage the city walls, if
    any (it may take several tries).
7.  Bombard the city with the cannon until it is yours.
8.  Move the Musketeer into the city to take posession and be its first
    guard.

I personally believe the best way to take a city is with a diplomat, by 
subverting the city. Just keep all military units for defensive purposes. 
Then once the city has been bought then build (Buy) a diplomat as the first 
thing you make.

4) What are the best wonders to build?
--------------------------------------

I like the Pyramids. I build them as soon as possible, and build no other 
ancient wonders. Then I switch to communism. You get the higher production 
of monarchy, and corruption is significantly reduced, but you also don't 
have to worry about unhappy units from units outside the home city. Also, 
you can instantly change to any other government type (even democracy) 
without any anarchy in between.

I also like Shakespear's Theater. Build it in you highest producing city 
with lots of capability for supporting units. Don't waste effort building 
cathedrals or collesiums in the city. Once the wonder is built, station as 
many units as possible out of that city, and switch to democracy. You will 
get all the benefits of democracy without the pains of having too many 
unhappy people. Build this city up with resource increasing items like 
power plants, etc. I conducted an entire war this way, with no problem. I 
had 20-30 units stationed out of this city!

Bach's wonder is the best if you have a lot of land on one continent and a 
lot of cities. You get two unhappy people made happy. Pretty good!

Another good one, as I'm sure you've heard, is Women's Sufferage. It 
reduces the number of unhappy people caused by out-of-city units by one. 
Great if you have republic.

To remove the problem of pollution, it is best to build hoover dam as soon 
as possible.

5) Final score
---------------
There are many factors to the end score, but the main bonuses are
described below (courtesy Roger Kemp):

There are two different ways that percentages are calculated:

a) If you take over the world, your score is determined SOLELY by the date 
in which you finish. Wonders, pollution, population etc. have no effect on 
the score. I believe the exact formula is something like: you get 1000 
points for taking over the world by year 2000 and you get an extra 2 points 
for each turn (not year) in advance of the year 2000 if you finish the game 
early. Take this score and divide by 10 to get your percentage. This means 
that the maximum resonable score you could get (taking over the whole world 
around 2000BC) is somewhere around 180%. There is also some sort of 
reduction modifier if you start with less than seven initial civilizations. 

Note that if you play on a lower level your final percentage is also 
multiplied by .2, .4, .6, or .8 depending on whether you play chieftan, 
prince etc.

b) If you launch into space (I don't know why anyone would bother playing 
the game and pursue this course 8-) you can get those 300% scores that 
people brag about. You'd just have to kill off all but one enemy city and 
keep peace while you filled the world with people. What a boring game 8-)

Finally remember if you can't be touched, try and develop as many future 
techs as possible since they add 15 to your score at the end.

6) Lightbulb formula
---------------------
Here's the formula from _Sid Meier's Civilization, Or Rome On 640K a Day_:
 LightBulbs = PreviousAdvances * DifficultyModifier * TimeModifier
 DifficultyModifier =
     6, Chief
     8, Warlord
    10, Prince
    12, King
    14, Emperor
 TimeModifier = 1 if Year <= 0AD, 2, if Year > 0AD
 In addition the first advance always requires at least 10 lightbulbs
 regardless of difficulty level.

7) Misc. tricks and tips
-------------------------
Here are few tips and tricks that I have collected from Usenet over the 
last few months.

a) Structures (temples etc.) are cheaper than units that move (ie. 
military, settlers...) If you want to buy a quick rifleman to defend a town 
it's much cheaper to select a temple, buy it and then change back to a 
rifleman. I use this regularly in the beginning because the third person in 
a city (on emperor level) is pissed so I switch over to a barracks (same 
number of shields as a settler) buy it and immediately switch it back to 
settlers.

b) You can use caravans to build things other than wonders. When you take 
over an enemy city you usually need a cathedral or walls or something of 
the sort so I throw a few caravans in the transport with my armors. When I 
take over the city I switch what it's building over to a wonder, contribute 
the caravans to the wonder and switch it back to the cathedral. You can use 
this on your own cities as well. If you have a fabulous production town and 
want to kick start the other cities, build caravans and throw them into the 
other cities wonders and switch them to whatever you want. I build a lot of 
factories this way. Building caravans is like putting money in the bank.

c) You can use a bomber to protect a vulnerable city by parking it in the 
air outside the city. It appears that when moving it's pieces the computer 
moves them in a set order (probably the order in which they were built). 
This often means that it moves half of its ground units (which can't get 
past your bomber) before finally bringing out a fighter to kill the bomber 
(if it ever does actually attack the bomber). This can give you time to 
fortify the city.

d) Once you have railroads take a settler into a transport onto one of the 
fish squares that is being used and activate the settler. Press 'r' on the 
settler for making a road (on water!!) and then 'r' again for a railroad. 
You now have a railroad on the fish which gives you the increased 
production and trade that railroads normally give. Unfortunately you can't 
walk pieces onto the square as if it were a bridge.

e) Apparantly, units are stronger if they haven't moved before an attack. 
Take an armor, move it next to another unit, and then attack. It seems, 
from my experience, like some penalty is assessed from attacking "on the 
move". I've experienced much greater losses doing this (something like 5:1) 
then moving next to the piece, waiting a turn, and then attacking. I've 
also noticed that if you attack a city with 4 defenders, this doesn't seem 
to enter after the first three have been defeated. (does the computer take 
some sort of moral into account? I've not seen it documented anywhere, but 
once they lose two or three units, the rest seem to loose 
disproportianately, even if they're all the same type of unit, and they 
have barracks [ie all are vets])

f) Stack units in forts that have been created by settlers, and if you lose 
a battle you only lose one unit.

g) If your opponent gets nuclear technology then don't meet with any of 
his ambassadors.  I have found that he will not strike until AFTER he has 
told you that he has NUCLEAR POWER.  This has only been tested at king 
level in ver.5 so if you know different contact us!
   
h) When you are at advanced technology levels and attacking cities, have 
two bombers that alternate turns in sitting above your attacking force. The 
enemy can only attack you with fighters because there is an air unit in the 
square and attack 4 vs defence 13 for a fortified, veteran mech. inf is a 
good bet, besides fighters are very expensive.

i) Always use nucs on enemy battleships and carriers at sea - no polution.

***************************************************************************
                        C   H   E   A   T   S
***************************************************************************

There are lots of ways to cheat, but most of them make the game less 
interesting. The one exception is editing the save file. I play most games 
honestly, and don't edit the save file just for the sake of winning; 
sometimes I edit the save file in order to create unusual and interesting 
situations.

( I try never to cheat at all, but occasionally can't resist using the 
fast-settler. )

Editing the save file just to give yourself huge amounts of cash is boring. 
Be creative! Give the Romans a battleship in 3980 BC and see if you can 
still beat them! Try playing difficulty level 5, which is worse than 
Emperor, but start yourself with extra advantages to make up for it. Edit 
the unit definitions and play with different kinds of military units. Be 
the barbarians.

  At difficulty level 6, you have no contented citizens at all,
  even when your city size is 1 (one!). The computer does not
  labor under such a disadvantage; its unhappiness is still Prince
  level, I think. The computer builds a militia with about 3 or 4
  resources. You need a lot of extra advantages to win at
  difficulty level 6.

  To play at difficulty level 6, you must change the tenth byte of
  the save file to a 6. There is always a chance that the game
  will crash when you save, because the difficulty level is used
  to index the strings "Chieftan"..."Emperor". So far I never had
  a crash.

  To play the barbarians, change byte 2 to a zero. If there are no
  barbarian units, you get a "Centuries Later..." ending; this
  means you need to give yourself a Barbarian settler, by writing,
  at offset 0x26c0 of the file,
    00XX YY00 0300 ff00 ff00 ffff
  where XX and YY are the latitude and longitude; try 2020 as a
  start.

I described above a game where I edited the save file to give myself an 
incredible advantage, and then set myself an unusual goal in addition to 
the normal goal of just winning.

Another time recently, I was getting too many barbarians. I was handling 
them easily, but got tired of them. I don't like the barbarians, and I wish 
CIV had an option to turn them off. I saved, quit, and deleted all the 
barbarian units! I got a 400 year breathing space out of that...

The most famous ('infamous') known cheats are:-
         
1) shift 1-8 cheat
-------------------
This is the shift 1-8 (sometimes shift 5-6) cheat, only available in 
version 1.0. It was the player-test mode for Microprose playtesters. 
Refresh the map after pressing Shift 1-8 (by moving the cursor or pressing 
t twice) and you will see the map of the whole world. You can click on the 
cities of other players and unfortify their troops and sell their city 
improvements

F7 will show you the development profile of each civ, showing you all their 
advances and allowing you to see if thhey have a vendetta against you.

F8 shows you the powergraph and allows you to see a replay up to that point.

F9 shows numbers representing the attack points, defense points, and 3 of 
the cities the computer uses to calculate battle, on each contient (along 
with giving the size of each continent in land squares.

F10 shows a complete world map.

The other function keys sometimes do their normal functions, but they mess 
up the diplay a lot of the time. Just a word of warning.

2) Movement cheat
------------------
Any piece that sentries in a town before the end of its movement can be 
unsentried and REGAINS ITS FULL MOVEMENT for the turn. What this means is 
that if you have roads linking your cities together and a chariot in a city 
on one side of your continent, you can move it all the way to the other 
side of the continent in one turn. All you do is sentry it in each city 
along the way (as long as each city is <=5 squares away). In fact if you 
have some invaders to kill, you can kill one, sentry it in a nearby city, 
unsentry it, kill the second, move into the city again all in one turn. 
This is how I defend 10 cities with 4 chariots
 
3) Settler cheat
-----------------
(Spoils the game) Most settler functions take from 2 to 12 turns to 
accomplish. Any of them can be accomplished in one turn by putting the 
settler a square, pressing R or M or I or whatever, clicking on the settler 
to make it blink again (which seemingly aborts the function) and pressing R 
again. Keep repeating this process until the road or irrigation is 
finished. If you put on the End-of-Turn feature this helps you perform the 
desired function in one turn. Otherwise you could just keep some nearby 
piece blinking so that the turn doesn't end before you've milked the cheat 
for all it's worth. Irrigating swamp takes 10 or 11 turns so this cheat is 
real handy.

4) Ship movement cheat
-----------------------
With two ships (Sail, Frigate and Transport) you can move anywhere in the 
world, provided you have one ground unit aboard. The process is to move one 
ship (needs to be able to take one unit) until it has one MP, place it in 
sentry mode, move the next ship (the one with at least one unit in it) next 
to it and "unload" the unit into the sentry mode ship. Then place the just 
unloaded ship (with most likely 1 MP) into sentry mode and repeat with the 
ship just loaded (It will have its normal MP restored, wonders are not 
included). Repeat this process until you get where you want to go. (Note: 
sometimes the computer will flash "end of turn" after placing a ship into 
sentry mode, even though you just transfered a unit and the other ship 
should be active. Just click onto the supposedly active ship, hit a 
key/button, and the ship should become fully active again. I've also 
noticed what appears to be a glitch after doing this for a while in one 
turn. It seems the computer knows you're doing something not quite right, 
or the programming is straining with the large number of moves.

Note: Does not work with triremes!!

5) Convoy cheat
----------------
You can make enough transport-type ships, string them along in a convoy, 
just enough spaces apart that you use up the full MP of each one, and start 
from one shore, move the ship on top of the next, use that ship to go to 
the next... and your troops will move with the active ship, provided it can 
carry them all. 

6) Unloading ships cheat
-------------------------
This one is when you wish to unload units in a city. Dock the ship, and go 
into the city description screen (click on city) and then click on the 
units in sentry mode you just delivered. They will then have full MP 
restored, and you can continue to move them normally at this point. (With 
Railroad (RR), this cheat allows for faster deployment across continents 
between your cities and/or ships.) Note that a unit can have several full 
moves in one turn this way.

7) Save game cheat
-------------------
Apart from the obvious reasons for saving regularly. It is well known that 
the computer cheats when it comes to World Wonders. They appear to be 
awarded randomly to any city the computer likes. If one gets awarded, it is 
possible to go back to your last save, and the chances are that it won't be 
awarded again for a while.
 
8) Settler movement cheat
-------------------------
Move the settler 2 squares along a road, then tell it to do something. Now 
wake it up and move it another two squares. This means you can move a 
settler a minimum of 13 squares along a road before the development of 
railroad. If you move them along a mountain range where it takes a long 
time to build mines, or across swamp you can move about 19 squares in one 
turn (tell the settlers to mine the mountain/hill or clear the swamp).

As a final word to cheating, there are a number of utilities available from
FTP sites that allow you to completely customize your civilization.

***************************************************************************
                T   H   E       F   U   T   U   R   E
***************************************************************************

Microprose have no plans at the moment to produce a sequel to civilization. 
However with so much interest on the Net and If people push and hassle them 
enough, who knows...

As I see it, we could have either Civilization version II, which would be 
the current game plus important improvements, possibly using the same save 
files, or we could have "Civ II", a whole new game written from scratch as 
a sequel to CIV. In other words, I would call the current game "Civ I, 
version I".

There are two areas of improvement. The first is that of the system itself. 
The second is improvements to the game, (i.e. more wonders, better units 
etc.). There is No real order to this, rather it was who sent mail first,
got his/her stuff incorporated first.

1. The System
-------------
Improve the user interface. When I hit F4 or F1 or F5 and get a list of 
cities, I should be able to go to any city by clicking on its line. When 
I'm looking at a city, I should be able to go to any of its units by 
clicking on it with the "other button" -- leave the city and center on the 
unit. When I click on a unit, if I click the "other button" (OB) on the box 
that appears, I should go to that unit's city. When I hit F10 and get a 
worldmap, I should be able to go anywhere in the world by clicking. When I 
list the wonders of the world, I should be able to go to any city on it, 
that I know about, by clicking. When I do demographics, I should be able to 
go to a city with smokestacks by clicking on pollution. There should be a 
menu/keyboard command to find polluted squares!!!!!!!

Fix the dratted "goto" command. Make it find the most efficient route, as 
Perfect General does. The only reason the current version needs the magic 
caravans and unsinking triremes is because "goto" doesn't work.

Give it the ability to play a bit more sensibly. I'm not asking for a 
really good AI, just not quite so stupid. A really good AI would probably 
be too difficult to do.

Provide a startup option for a fast game: everybody gets several settlers 
and has many technologies. Kind of like the fast form of Monopoly, where 
you deal out the deeds instead of buying the properties.

Provide an "undo" command, for when you hit the wrong key.

Provide an option NOT to go to the next unit! The next unit would blink and 
be activated, but the viewpoint wouldn't shift until you hit "C". Reason: I 
want to do more stuff in the area where I just moved, like unfortify a 
phalanx to move it into the city I just conquered, for example.

How about a "no barbarians" option?

The save-game cheat is tedious. Provide a "load game" command so that I can 
study my old save files ( maybe the map editor should be used for this ) 
and prevent the save-game cheat by subtracting 10 points from the score 
whenever the game is manually saved in a turn not divisible by 5, and 
prompting "You can save now" whenever saving is "free".

2) The GAME
-----------

Diplomacy is such a loss in the current version. Needs more negotiation 
options ("We *demand* tribute"; "You're asking for too much"; "Here's a 
free technology for you"; "declare war"), plus the ability to "train" a 
computer civ (like you train your dog in Hack) to be permanently 
well-disposed towards you.

Units away from home shouldn't start to cause unhappiness until they've 
been gone for a move or so; and they shouldn't cause unhappiness if they're 
still right near the city. And, it's a little bit ghoulish how if you lose 
a battle, all the brothers and mothers of the boys who got killed celebrate 
because they're not away from home anymore! Victories, not losses, should 
cause greater happiness! Perhaps there's no room in the current save file 
for the info you'd need.

Allow more cities and units. Grab a section of the save file, the units 
table from a dead color, and use it as an extension area.

Advanced ships are too darned slow. They should be faster, and air 
transport should be available. (You can provide for both of these things by 
editing the unit definitions in the current save f