These are just some ideas I've had over the years while playing Civilization 5, without expansions, that I think would enhance gameplay in future Civilization releases (VI or VII.) Not all of these were my idea, but I would greatly appreciate feedback. I wanted to send this list directly to firaxis but cant find their email.
-Architectural Academy: a building necessary to build architectural wonders like taj mahal, sisteen chapel, golden gate bridge, empire state building, notre dame etc. (1 per civilization)
-Spies/Assassins (intelligence agencies): spies can see production of enemy cities, destroy buildings, kill military units. All while unseen. (Effectiveness of spies increased by creating an intelligence agency) spy missions cost gold not spy points.
-Space exploration/ colonization age: Mars mission wonder, terraforming technology, terraforming machines, starships (both to carry units to other planets and to wage war in space)
Essentially, you would build starships and load them with settlers and terraforming machines, then launch them. The next turn the starship appears on the space screen, you fly around and find a viable planet and land. The next turn, you find your ship on that planet, and you proceed to terraform and colonize it just as you did with the first planet. Naturally this era would have to have all sorts of new technologies to accompany it.
-Neutrality: country can declare neutrality, not allowed to declare war until 20 turns after neutrality repealed but being neutral increases happiness and reduces chance of other civs declaring war on neutral country
-Selling/Buying units and technologies with other civs
-mercenaries: any unit can get mercenary promotion, can make deal with other civ to give mercenaries for certain amount of turns for a predetermined cost. Have to pay fee for units killed in battle while being mercenaries
-Space weapons: space based nuclear or other weapons that can instantly hit anything anywhere on the map
-H-Bombs: more damage, larger damage radius that nuclear missiles, but less fallout
-fallout damages population of nearby cities and any military units until cleaned up.
-Chemical weapons: poison surrounding land for 2 turns damaging all units and killing 10% population in cities per turn
-useful UN: the united nations can be used to make actual decisions that involve multiple civilizations and even go to war
-Research vessels: work boats that produce science
-Ice Breakers: make way for other vessels through ice that stays open for 3 turns
-Natural Disasters: destroy improvements, reduce population, break bulidings (meteor strikes, volcanic explosions, hurricanes...) these get worse and more frequent with global warming
-global warming: melts ice and increases temperature of planet. Creates unhappiness and increases natural disasters. Can be averted by reforestation, solar and hydro plants, and ecology policy (part of the rationalism policy tree)
-Civs dont hold grudges for so long
-Game speed only affects research and culture acquisition speed-production times stay the same
-More Civilizations
-War engineers: workers who can destroy or build improvements in enemy territory. Can build temporary forts
-Science and happiness from undeveloped land in modern/future era: to simulate the whole green movement
-Military/missile bases as improvements: can station aircraft and missiles and units.
-land based missile carrying units
-Unit stacking to 3 only in cities and military bases
-Canals: improvements like roads that allow passage of naval units through land and are trade routes like roads and rivers
-Submarines visible once every ten turns: they have to surface sometimes!
-Submarines ignore borders: but war can be declared if discovered by enemy submarines or destroyers while in enemy territory
-Radar technology
: makes submarines visible by all military units, but only in a 2-3 tile radius
-deep sea submarine: invisible to everything when in an ocean (deep water) tile. Even destroyers and regular submarines, but not other deep sea submarines. Specialized in carrying missiles and sinking destroyers. Can be made to do research (automated like exploring) which produces science.
-sniper: ranged unit that can shoot from five tiles away
-bombers need bomb factories in the cities in which they are stationed in order to perform bombing missions
-US special unit: marines, they're cooler than minutemen
-ability to combine expansions and play with aspects from multiple expansions
-Architectural Academy: a building necessary to build architectural wonders like taj mahal, sisteen chapel, golden gate bridge, empire state building, notre dame etc. (1 per civilization)
-Spies/Assassins (intelligence agencies): spies can see production of enemy cities, destroy buildings, kill military units. All while unseen. (Effectiveness of spies increased by creating an intelligence agency) spy missions cost gold not spy points.
-Space exploration/ colonization age: Mars mission wonder, terraforming technology, terraforming machines, starships (both to carry units to other planets and to wage war in space)
Essentially, you would build starships and load them with settlers and terraforming machines, then launch them. The next turn the starship appears on the space screen, you fly around and find a viable planet and land. The next turn, you find your ship on that planet, and you proceed to terraform and colonize it just as you did with the first planet. Naturally this era would have to have all sorts of new technologies to accompany it.
-Neutrality: country can declare neutrality, not allowed to declare war until 20 turns after neutrality repealed but being neutral increases happiness and reduces chance of other civs declaring war on neutral country
-Selling/Buying units and technologies with other civs
-mercenaries: any unit can get mercenary promotion, can make deal with other civ to give mercenaries for certain amount of turns for a predetermined cost. Have to pay fee for units killed in battle while being mercenaries
-Space weapons: space based nuclear or other weapons that can instantly hit anything anywhere on the map
-H-Bombs: more damage, larger damage radius that nuclear missiles, but less fallout
-fallout damages population of nearby cities and any military units until cleaned up.
-Chemical weapons: poison surrounding land for 2 turns damaging all units and killing 10% population in cities per turn
-useful UN: the united nations can be used to make actual decisions that involve multiple civilizations and even go to war
-Research vessels: work boats that produce science
-Ice Breakers: make way for other vessels through ice that stays open for 3 turns
-Natural Disasters: destroy improvements, reduce population, break bulidings (meteor strikes, volcanic explosions, hurricanes...) these get worse and more frequent with global warming
-global warming: melts ice and increases temperature of planet. Creates unhappiness and increases natural disasters. Can be averted by reforestation, solar and hydro plants, and ecology policy (part of the rationalism policy tree)
-Civs dont hold grudges for so long
-Game speed only affects research and culture acquisition speed-production times stay the same
-More Civilizations
-War engineers: workers who can destroy or build improvements in enemy territory. Can build temporary forts
-Science and happiness from undeveloped land in modern/future era: to simulate the whole green movement
-Military/missile bases as improvements: can station aircraft and missiles and units.
-land based missile carrying units
-Unit stacking to 3 only in cities and military bases
-Canals: improvements like roads that allow passage of naval units through land and are trade routes like roads and rivers
-Submarines visible once every ten turns: they have to surface sometimes!
-Submarines ignore borders: but war can be declared if discovered by enemy submarines or destroyers while in enemy territory
-Radar technology
: makes submarines visible by all military units, but only in a 2-3 tile radius
-deep sea submarine: invisible to everything when in an ocean (deep water) tile. Even destroyers and regular submarines, but not other deep sea submarines. Specialized in carrying missiles and sinking destroyers. Can be made to do research (automated like exploring) which produces science.
-sniper: ranged unit that can shoot from five tiles away
-bombers need bomb factories in the cities in which they are stationed in order to perform bombing missions
-US special unit: marines, they're cooler than minutemen
-ability to combine expansions and play with aspects from multiple expansions