ile.)

Allies can carry each others' forces in ships, for example, or use a 
railroad passing thru each others' territory, or move freely around each 
others' forces.

Even in a democracy, pieces should be able to patrol right next to the city 
or maybe two hexes away even without causing unrest.

This idea is more reasonable. In addition, I suggest the military units 
(except settlers, caravans, diplomats) should be well supplied, i.e., a 
supply line should be able to reach such units. I was once playing a game 
where certain enemies units surrounded by my legions completely, but they 
still can stand for serveral ten year, which should be impossible in 
practice since all their supply lines should have been cut. Also, more 
kinds should be added, esp. for land and air units in the modern age:

  Land: engineers, scouts (to check enemy units' damages, etc.), 
        headqarters (so the armies belonging to it will surrender
              or reduce in combat value, when the hq is destroyed), 
              supply troops, red cross, etc.
  Air:  air transport (for airborne warfare and supply), 
        satellite (for increasing trade, enemy informations, or
              even the star war project against the nuclears),
        space shuttle (for carrying satellites), and so on.

        Spies, divide Diplomats into Spies and Diplomats.

        Sentries/Explorers, little units whom are easy to produce,
        have 0 offense,0 defense, but 2 movement. Useful for exploring
        or leaving in the far reaches to alert you of invaders.

I also suggest the addition of space lab (for increasing light bulbs), 
space factory (for increasing shields) as city improvements. Satellite 
should be able to increase happiness by providing more informations and 
entertainments through TV to the people.

Forts are a good thing in the current game; more kinds of non-city 
structures would be nice, but I can't think what they might be. Boundary 
markers? Customs stations? How about an aqueduct? -- instead of irrigating 
all the squares between here and there, you build a pipeline, much cheaper. 
An oil pipeline -- extending the city's reach. An airport, so planes could 
land without a city. None of these seem like really great ideas.

Different countries should have different commodities. For instance, the 
Chinese should have silk, porcelain, while the others do not have. Also, 
these commodities should have some function. For example, silk and 
porcelain can increase happiness, and you need to give money to certain 
Chinese cities to obtain them through caravans (or merchants). Actually, I 
don't like money and happiness are increased through simply increasing the 
arrows as present. More complicated economic system instead of the 'arrows' 
will make the game more interesting. Different kinds of food should be 
produced in different cities so trading between cities through the new 
economic system will be enhanced.

How about *prospecting* and *drilling* for oil? The obvious oilfields that 
you see in the early days get used up; you need to find and develop new 
ones. Likewise gold and coal, of course.

More terran types, more kinds of special squares.

As tech increases, you can replace Caravan made routes with Airline routes, 
fly the plane to the enemy city a just like Caravan's you get a 
self-maintained invisible airline route. But it makes you more money.

Have more ifra-structure, your country is pretty much a collection of stand 
alone cites, if you could get some way of joing cities in some way, through 
inter-coutry trade routes perhaps. IE you can have food moved from 
prosperous cities to lesser cities. Truck or Train routes with roads/rails 
perhaps, only not soo complex as to overshadow the rest of the game.

More useful stuff to build, by 1 AD I'm usually down to making barracks and 
selling them because there's nothing better to do.

Instead of just mines/farms around cities, perhaps have suburbs that would 
increase happiness (for free) or research centers, etc.

Spies, divide Diplomats into Spies and Diplomats.

Sentries/Explorers, little units whom are easy to produce, have 0 offense 0 
defense, but 2 movement. Useful for exploring or leaving in the far reaches 
to alert you of invaders.

Power chart should be available all the time :-)

3) More civilization advances
-----------------------------

        1. Calendar, requires astronomy and writing
                increases the yield of foods once developed.

        2. Paper, requires invention increases the effect of library and 
                university greatly
      
        3. Printing, requires invention increases the effect of library and 
                university even more greatly, allows the building of 
                bookstore (new city improvement which increases happiness 
                in the city)

        4. Modern Communication System, requires electronics allows the 
                building of TV station (new city improvement which 
                increases happiness in the city), allow building of radar 
                station which increase the intelligence.

        5. The addition of space lab (for increasing light bulbs), space 
                factory (for increasing shields) as city improvements.

        6. Satellite should be able to increase happiness by providing more 
                informations and entertainments through TV to the people.

        7. As tech increases, you can replace Caravan made routes with 
                 Airline routes, fly the plane to the enemy city a just 
                 like Caravan's you get a self-maintained invisible airline 
                 route, But it makes you more money.

3) The Extras
-------------

1. Provide a map editor, like Populous has, and more choices on the 
world-customization menu. If worried about people faking high scores by 
editing their games, put a byte or bit in the save file that says "game was 
edited, not eligible for hall of fame", and a checksum to make tampering 
harder. If you just *look* at a world, because this is like doing the 
shift-56 cheat!, but nothing can be done about that -- if you set the 
"ineligible" bit in the save file, that proves nothing: there could be 
another copy of the save file!

That's Really about it. Again if there are any comments, criticisms or bits 
we have left out, give us an email at:-

                aev@dcs.kcl.ac.uk or
                STANWORTHDJH@bham.ac.uk

Thanks for reading and have fun :)

-- 
Dave [Rubicon]

.sig deleted due to good taste