Having a hobby is sometimes like having a bad relationship. Once the fan expresses commitment, the incentive for further improvement is substantially less. Why invest in “over-engineering” the product when the sale is already assured? Why not instead preserve unused intellectual property for future expansions?
When I read that Civ BE was to use the Civ V engine, my first reaction was frustration. Is this cost-cutting measure worth the constraint on game design?
Where, exactly, is the new content? The screenshots indicate that we are about to get the same graphics package. Somebody merely thought to repaint the resources to make them glow.
How is the Affinity system meaningfully distinct from the Civics, Policies, and Ideologies branches before it?
Only eight factions? How will the design team present future content in such manner as to avoid the appearance that it was merely withheld from the original release so that the design team could rest on its laurels? Fair or not, this is what players often perceive upon release of new DLC (consider the recent experiences of Paradox and Blizzard in this regard).
I offer the following ideas for consideration:
Terrain
Shallowsea - Consider inclusion of large bodies of warm, very shallow water similar to the Purelake found in Brandon Sanderson’s Stormlight Archive series. Obviously, this environment would be ideal for semi-submersible farms and wave-skimming hovercraft.
Mechanics
Forming – One of the joys of Alpha Centauri.
Weather – As I recall, the AC development team once confessed in an interview that the weather model had not met the designers’ objectives and had been retained in the final release largely as a curiosity. Still, it added enormously to the sense that players were receiving radically new content and gameplay options.
Harvesters - Create a small number of resource types that can be harvested only by specialized “gatherer” units. Rather than create a tile improvement within their borders (or a colony without), players must dispatch gatherers to harvest, then transport the resource back to a specific destination (e.g., city, outpost, refinery). The gatherer unit should be customizable, to include potential features such as self-defense capability, improved armor, and increased cargo capacity.
Moisture Vaporator – An improvement for desert tiles.
Victory Conditions
Self-Reliance – Ensure that the new world is not infected by the decadence and short-sightedness of the old. Destroy the warpgates of other factions and eliminate their means of communication with Earth.
Consider providing each civilization with a mobile communications system (MCS), a single unit like the royalty in an old regicide game. This unit should provide substantial benefits as an early scout (high visibility), and each player should be driven to make choices about whether to risk this resource or “play it safe.” During the late game, players would need to husband resources to protect their MCS’s from “assassination” by factions seeking to achieve the Self-Reliance VC. Naturally, those looking to win such a victory would need to develop their intelligence capabilities to be able to detect where MCS’s were located.