Preposition
Edit 21.01.2013: While this thread was opend before G&K was launched, it is still up to date - now, as we all wait for news regarding "One World". So: read on!
You may ask: “Why do you post this now, Deggial? Aren't you happy about the upcoming expansion “Gods & Kings”? Why do you want more and always more? Will nothing ever satisfy you?”
Let me assure you, I am very satisfied with what I expect “Gods & Kings” will be! I even don't think, more is always better. So, the upcoming add-on might very well be the last one, we will ever see for Civilization 5. (Edit: Obviously not...
)
On the other hand, there seem to be much more thinkable concepts, that would be worth being integrated in the game and maybe fun and interesting to play. And as we all thirst about new information about G&K, all sorts of threads are opened: “What about international trade routes?”, “I want corporations back!”, “We need a local health mechanism!”.
While - in general - I don't think, a game concept has to be in CiV, only because it was in Civ 4, I liked many of these “old” concepts, too. And I started thinking and the thoughts evolved and grew.
I was inspired by many posts here in this forum - too many to list. But I hope, the result is something unique - a bit different to all these great ideas mentioned already in this forum and different to what we know from Civ 4.
And about the question: “Why NOW?”
Well, if at all there is a time, when a game concept might be considered by the developers, it IS now! Right after the successful completion of the latest project and before all internal concepts are finalized and the new project starts.
And isn't this exactly, what we, as we post in this sub-forum, want? A dev, stumbling over our ideas and thinking: “Hey, this guy has really interesting ideas! Maybe we should think about this a little bit closer...”
(Er...yes. Additionally: After G&K is launched, I will PLAY this game...
)
I hope you enjoy the read!
Cheers,
Deggial
---------------------------------------------------------
Concept: CiV's 2nd expansion - Thrive And Prosperity
Content:
Summary
1. Trade
__1.1 Rivers
__1.2 National trade
__1.3 International trade
____1.3.1 Preconditions to establish international trade routes
____1.3.2 The benefits of international trade
____1.3.3 The risks of international trade: easier espionage
____1.3.4 Remarks
2. Corporations and Economic Victory
__2.1 General concept
__2.2 Managing your corporations
____2.2.1 Founding corporations
____2.2.2 Spreading branches
____2.2.3 Developing the corporation
__2.3 Visual clues
__2.4 Interactions with the other game elements
__2.5 Economic Victory
3. Growing Settlements
__3.1 General concept
__3.2 Consequences
__3.3 Visual representation
__3.4 Interactions with the other game elements
4. Health
__4.1 General concept
__4.1 Consequences of a reached maximal size
__4.2 Allocating surplus bonus resources
__4.3 Remarks
5. Random Events
__5.1 General Concept
__5.2 UI representation
__5.3 EXAMPELS of random events
__5.4 Remaks
6. Cities and units
__6.1 Cities
__6.2 Units
____6.2.1 The infantry-path
____6.2.2 The mounted/armored-path
____6.2.3 The anti-mounted/armored-path
____6.2.4 The archer-path
____6.2.5 The gatling gun-path
____6.2.6 Other units
__6.3 Upgrading parallel units
Summary
In this concept, some game mechanics already known from Civilization 4 are re-introduced in Civilization 5. But while these mechanisms are not new themselves, all of them where significantly altered to fit into the new game and grant a new and hopefully interesting game experience.
International Trade routes will need new and limited national resources to be established. But after successfully ratified, they will grant gold based on the trading partner's population and the time of being in force.
Corporations will show up in a brand new appearance. They will grant bonuses to a certain number of tiles in the city radius. This influence may grow over the course of the game and eventually - if the owner is eager enough to spread them over the world - lead to a new Economic Victory.
Growing settlements as in Civ 4 make their comeback in CiV. But with the new mechanic proposed in this concept, landscape will not be cluttered with small settlements any more but show a natural looking mix of villages and fields.
A local health mechanism is proposed. Bonus resources may be allocated by a national trade system and prevent cities from famine and stagnation.
Finally, random events will test a civilization's capability to handle the challenges of fate or to take advantage of lucky opportunities.
---------------------------------------------------------
As all these topics are quite complex and sometimes sesquipedalian, I found it unacceptable to force my readers to swallow them in one big piece. Instead of that, I decided to split them into separate threads.
Please, follow the links in the content overview and discuss the separate concepts in the appropriate thread. If you want to state general comments, this thread might be the place to do so.
Edit 21.01.2013: While this thread was opend before G&K was launched, it is still up to date - now, as we all wait for news regarding "One World". So: read on!

You may ask: “Why do you post this now, Deggial? Aren't you happy about the upcoming expansion “Gods & Kings”? Why do you want more and always more? Will nothing ever satisfy you?”
Let me assure you, I am very satisfied with what I expect “Gods & Kings” will be! I even don't think, more is always better. So, the upcoming add-on might very well be the last one, we will ever see for Civilization 5. (Edit: Obviously not...

On the other hand, there seem to be much more thinkable concepts, that would be worth being integrated in the game and maybe fun and interesting to play. And as we all thirst about new information about G&K, all sorts of threads are opened: “What about international trade routes?”, “I want corporations back!”, “We need a local health mechanism!”.
While - in general - I don't think, a game concept has to be in CiV, only because it was in Civ 4, I liked many of these “old” concepts, too. And I started thinking and the thoughts evolved and grew.
I was inspired by many posts here in this forum - too many to list. But I hope, the result is something unique - a bit different to all these great ideas mentioned already in this forum and different to what we know from Civ 4.
And about the question: “Why NOW?”
Well, if at all there is a time, when a game concept might be considered by the developers, it IS now! Right after the successful completion of the latest project and before all internal concepts are finalized and the new project starts.
And isn't this exactly, what we, as we post in this sub-forum, want? A dev, stumbling over our ideas and thinking: “Hey, this guy has really interesting ideas! Maybe we should think about this a little bit closer...”
(Er...yes. Additionally: After G&K is launched, I will PLAY this game...

I hope you enjoy the read!
Cheers,
Deggial
---------------------------------------------------------
Concept: CiV's 2nd expansion - Thrive And Prosperity
Content:
Summary
1. Trade
__1.1 Rivers
__1.2 National trade
__1.3 International trade
____1.3.1 Preconditions to establish international trade routes
____1.3.2 The benefits of international trade
____1.3.3 The risks of international trade: easier espionage
____1.3.4 Remarks
2. Corporations and Economic Victory
__2.1 General concept
__2.2 Managing your corporations
____2.2.1 Founding corporations
____2.2.2 Spreading branches
____2.2.3 Developing the corporation
__2.3 Visual clues
__2.4 Interactions with the other game elements
__2.5 Economic Victory
3. Growing Settlements
__3.1 General concept
__3.2 Consequences
__3.3 Visual representation
__3.4 Interactions with the other game elements
4. Health
__4.1 General concept
__4.1 Consequences of a reached maximal size
__4.2 Allocating surplus bonus resources
__4.3 Remarks
5. Random Events
__5.1 General Concept
__5.2 UI representation
__5.3 EXAMPELS of random events
__5.4 Remaks
6. Cities and units
__6.1 Cities
__6.2 Units
____6.2.1 The infantry-path
____6.2.2 The mounted/armored-path
____6.2.3 The anti-mounted/armored-path
____6.2.4 The archer-path
____6.2.5 The gatling gun-path
____6.2.6 Other units
__6.3 Upgrading parallel units
Summary
In this concept, some game mechanics already known from Civilization 4 are re-introduced in Civilization 5. But while these mechanisms are not new themselves, all of them where significantly altered to fit into the new game and grant a new and hopefully interesting game experience.
International Trade routes will need new and limited national resources to be established. But after successfully ratified, they will grant gold based on the trading partner's population and the time of being in force.
Corporations will show up in a brand new appearance. They will grant bonuses to a certain number of tiles in the city radius. This influence may grow over the course of the game and eventually - if the owner is eager enough to spread them over the world - lead to a new Economic Victory.
Growing settlements as in Civ 4 make their comeback in CiV. But with the new mechanic proposed in this concept, landscape will not be cluttered with small settlements any more but show a natural looking mix of villages and fields.
A local health mechanism is proposed. Bonus resources may be allocated by a national trade system and prevent cities from famine and stagnation.
Finally, random events will test a civilization's capability to handle the challenges of fate or to take advantage of lucky opportunities.
---------------------------------------------------------
As all these topics are quite complex and sometimes sesquipedalian, I found it unacceptable to force my readers to swallow them in one big piece. Instead of that, I decided to split them into separate threads.
Please, follow the links in the content overview and discuss the separate concepts in the appropriate thread. If you want to state general comments, this thread might be the place to do so.