Create an Expansion Pack for Civilization 5

Kouvb593kdnuewnd

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Well if you had the abillity to chose exactly how another expansion pack for Civ 5 would work like how would it be?
 
Ok, add lots of new units, buildings, and wonders, introdude the canal improvement and the coastal fortress Great Admiral improvement, add new options for diplomacy, and add Ryukyu Kingdom as a civ, along with a Ryukyuan scenario :goodjob:
 
The next logical step would be to make a colonial expansion.

Historically there was a new wave of settlements during the renaissance and onwards due to colonialism. In Civ 5 you would be insane to build cities at late renaissance.

So the expansion would at a minimum have a new super settler called colonist who founds colonies-a type of city without the detriment of conventional cities and that can relatively quickly grow to be useful.

New Civs as well as polishing some of the old ones would of course be nice.

Would also like to see tech rebalanced(either by nerfing the traditional tech path for fast science, or by increasing the cost of some techs to compensate), as now it feels that some eras are too quickly rushed through.

Also a way to move large number of soldiers over a distance without manually moving them each turn(or falling pray to the path-finding A'I')

That being said 2 expansions feels sufficient for a game, with a third one the complexity could become unbearable for a new player, so maybe its better to look at civ 6.
 
Nine new New World civs

1. Argentina
2. Canada
3. Chile
4. Cuba
5. Ecuador
6. El Salvador
7. Haiti
8. Mexico
9. Venezuela
 
- Update traderoutes between one's own cities in order to move (give to city B at the cost of city A) large amounts (up to 50% of what city A has?) of production/food; or allow moving of citizens to other cities (balance for exploitation ofc.). Would make founding late cities so much easier.

-Add new Resources: coffee, cocoa, potatoes, rice, soya
-Add new civs:
-- Central African Civ
-- Cuba
-- Native American Civ (Sioux/Nootka?)
-- Yugoslavia
-- Switzerland
-- Australia?
-- Some south american civ(s)

- massive overhaul of vanilla civs to make their playstyle more interesting and bring them in line with new civs.
- massive overhaul of diplomacy and science
- balance social policies
 
...where you conquer the world, correct?
Actually, someone ought to rework the Mongol Scenario to do that.

Haha exactly! :lol: or just Japan :mischief:

And I agree, you should be able to conquer Europe and even Africa.
 
There's still a lot of place for improvement in ciV, and lots of stuff to fix, I'd like it if they released one final xpack before moving on to CiVI. One that focuses on the middle game an diferent ways to build your empire.

Enlightment Age
Add a new era that eases the transition from Renaissance to industrial. There's a lot of suggestions ahead, and most of it plays well in this era.

Ravamped diplomacy, casus belli and better CS
Civ needs to take this step, a basic casus belli system that allows you certain war goals and peace deals, like piety unlocking holy wars, honor imperialism casus belli (something to help stablish large empires) etc. Along with the casus belli, denounces for specific reasons to make sense of diplo relations.

With better diplomacy CS's could offer more options, like setting a sphere or influence, and real consequences to bullying or converting an allied CS. CS could actually be a good source of casus belli if you want to start wars.

Say a civ of diferent religion bullies an ally, you can now use both religious and sphere of influence casus belli on the same war. The more diferences and confrontations you have with a civ the more casus belli and war goals you can stack. That way early wars have simple goals but they start to get bigger as the game goes on. And course you should also pick you casus belli, it would allow you to go to war and still keep your friends.

Colonies
This game really needs colonization, it would allow you to keep expanding in diferent ways, maybe you are all about trade, settle key locations for trade and luxuries. Maybe you are all about colonising large swats of land, set up viceroyalties, or maybe you are a land power and want to set very well defended frontier colonies for later conquest Rome style.

The whole idea also ties to the unrest that will come from ideologies, you can already use it to create revolts and city flipping, well what about using it to spark revolutions (which you can fund of course) that could result in an independent colonial nation?. Of course if you manage to keep your colonies together, depending on your ideologies you can reap the benefits, like setting a commonwealth, or block of soviet countries under you command, or creating diplo blocks. It would allow for sphere of influence and proxy wars.

Better rebels and barbarians
It would be interesting to have more options to deal with barbarians, leave them alone for too long and they will form coalitions (and spawn a GG) to march over civs. you can deal with them militarily, pay tribute, or bribe them into attacking another civ. (Its not like we dont bribe civs to declare war already) if they manage to take a city or CS they will get stronger, again it opens many options. It could actually model piracy on the seas. And of course, the larger the barbarian threat, the larger the reward (cash and diplo) for taking them out. (Reworking the Huns to take advantage of using barbarian coalitions would be very interesting)

Later in game when revolutions come along it could use the same system to negotiate and fund rebels. Only this time they can form a new nation (similar to a CS only multi city)

More basic resources and Manufactured goods
Strategic resources tend to pile up, and basic resources dont really do much besides yields. I think it would be interesting if you could use them both along with certain improvements and buildings to unlock these goods, with basic bonuses attached to them like Marble does.

Say you have a coastal city with a Shipyard x amount of lumber mills and Iron within its radius, you have now unlocked Ship building supplies that gives you more production to ship building (like marble to wonders) along with a city tag (so that everybody knows). A city on a river with x weath, granary and citrus or wine, you unlocked grain supplies and get the tag Empire's granary. So on and so on, you have diferent rewards for just building you city and specializing it (which we already do). Suddenly cities are not just about luxuries, but also about basic resources, certain SP could allow you to get more manufactured goods to trade.

Starting on the industrial era you could use manufactured resources to build a second tier to allow for modern products like computers, or cars.

I think this tied to colonization would make one heck of an addition. It would work similar to corporations without the hazzle of building them, but now with the emphasis on empire building and city managment. Tho they could add a corporate tab to tell you what requisites you need to fullfil to get a certain manufactured good and which one you alrady have, similar to the cultural one. That way you can plan ahead.

Complete unit upgrade tree and balanced combat
This one is straight forward, more units to fill the upgrade paths to actually make sense, spearmen, horse archers, etc. Once we are at it, balance the combat, there's been countles threads and many diferent suggestions, a third xpack must balance it before moving on to CiVI.

9 new Civs
Also, the thing that everybody wants to see in the previews, new civs, they've stated before that they can only work on 9 at the time because of their production cycle, and that giving less doesnt feel right to them. So take your pick, for now I'll only say we need a spanish post colonial nation. I think I'll post my want civs later.
 
Nine new New World civs

1. Argentina
2. Canada
3. Chile
4. Cuba
5. Ecuador
6. El Salvador
7. Haiti
8. Mexico
9. Venezuela

I'll pass on that. Most of the civ leaders will be speaking Spanish. Great language diversity. :lol:
 
I'll pass on that. Most of the civ leaders will be speaking Spanish. Great language diversity. :lol:

Well, I was on my phone at University so yeah. Anyway, for reals this time.

1. Arawak
2. Argentina
3. Canada
4. Cheyenne
5. Inuit
6. Mapuche
7. Mexico
8. Sioux
9. Tupi
 
I agree on almost everything ehecatzin said. I would also like to see:

Updated scenarios (especially 100 HP would be essential for war scenarios, and trade for new world and polynesia

Different skins for units, like black men for africans (doesn't actually do anything, but would make it look more realistic)

I don't think that we need more civs. But more leaders, like 2 per civ with unique traits and updating some vanilla civs like denmark...
 
I agree on almost everything ehecatzin said. I would also like to see:

Updated scenarios (especially 100 HP would be essential for war scenarios, and trade for new world and polynesia

Different skins for units, like black men for africans (doesn't actually do anything, but would make it look more realistic)

I don't think that we need more civs. But more leaders, like 2 per civ with unique traits and updating some vanilla civs like denmark...

I forgot about ethnic units, that would certainly be good to have.

As for multiple leaders, its not going to happen, their production time only allows for 9, and large part of it its only for the leaderscreen, concept art, riging, modeling, animation, voice acting, etc. There's too much involved and we would only get 9 leaders for existing civs, not going to happen in an expansion. However thats something that could be sold as DLC once they start to work on CiVI.

As for new Civs, here's the 9 I'd like to see.

-Switzerland
-Hungary
-Normans
-Ashanti
-Mexico
-Mapuche
-Vietnam
-Sumer
-Mughals
 
Here's my Civs.
Hungary
Mexico
Kingdom of Bohemia
Transylvania
South Africa
Kingdom of Buganda
Nigeria
Vietnam
Akkadia
 
Well, I was on my phone at University so yeah. Anyway, for reals this time.

1. Arawak
2. Argentina
3. Canada
4. Cheyenne
5. Inuit
6. Mapuche
7. Mexico
8. Sioux
9. Tupi

I agree with implementing an Inuit civ. They could specialize in using tundra,snow,and ice tiles, like extra food from those snow and ice tiles, or something like that.
 
Civs I think should be in a third expansion in no order:

Cherokee
Mapuche
Haida or Salish (Some Pacific Northwest tribe)
Mexico
Vietnam
Swahili
Khmer/Cambodia
Visigoths
Franks
 
I was thinking of like making a big infodump thread on my own expansion concept buuuuut eh I will just poke it here. ahem

CIVILIZATION V: ADVENT OF DESTINY

Where Gods and Kings bolstered the combat system while adding in religion and espionage, and Brave New World enhanced global diplomacy and late-game relations, alongside a redone Culture victory, Advent of Destiny is focused on changing up the Science game, invigorating a sense of agency into minor civilizations and city-states, and changing up numerous core mechanics to be more robust and varying.

1 - Science: The Science victory is by far the least dynamic, largely involving sitting back and adding up numbers. There's very little discovery and narrative to the Science game - the most numerically effective way to go about it is in fact to huddle in a corner of the map and avoid talking to anyone except for research agreements. Historically, these kinds of civilizations have all eventually fallen behind, because to innovate and invent takes outward and forward thinking.

Science will no longer be a passive determining yield but more of a processing speed- the primary factor for discovering technologies will instead be exploration and investigation. The environment and advantages of your civilization will determine the kind of technology path that is easiest. In the early-game, discovering technologies is largely based on uncovering the map and coming across resources: for example, to research Animal Husbandry, various resources that would have Pastures, like Cattle and Sheep, must be examined by whatever unit is on that tile, or by working tiles like Plains or Grasslands or so. Researching Archery takes a bit of combat experience against barbarians or other civilizations, and working Forest and Jungle tiles. These are all basic things early on that represent your civilization taking an interest in utilizing surroundings to their advantage.

As the game progresses, this becomes more complex. Your Libraries primarily serve to produce Scholars, units akin to Missionaries or Great People. Scholars undertake special actions involved in researching advanced technologies - for example, one way of researching Theology is to send a Scholar to a multitude of foreign Holy Cities, or Compass can be obtained by visiting port cities and embarking along naval units. They can also write Theorems, a special function allowing them to apply their knowledge to specific buildings or units to fulfill the requirements for a related tech, regardless of the specific objectives - if you have bad relations with foreign civs with Holy Cities, you can opt instead to obtain Theology by expending your Scholar to write a Theorem on a Shrine or Temple.

Late-game offers a lot of additional facets that I haven't really thought of yet. More advanced variants of Scholars, World Congress decisions for scientific conventions, launching expeditions to create Outposts on foreign islands and polar regions, sending Researchers to foreign Universities and Research Labs, all sorts of new additions that make discovery of technologies and scientific progress more active and exploratory and exciting, rather than the passive waiting game it is presently.

2 - Minor Civilizations: City-States will be completely redone. No longer are they simply idle money-takers, but rather smaller players on the world stage, aimed largely at personal wealth and prosperity over victory. They will form in ideal conditions for their type rather than being all founded at the beginning - Maritime CSs will be more common on coasts, Religious CSs will be present in areas of high Religious pressure, and so on. Four new types will be added - Scientific (gives science and Scholars and whatnot), Industrial (provides Production), Financial (gives GPT), and Diplomatic (increases Influence with other city-states).

The active role of CSs will be more evident - what impact they have depends on their type. Cultural City-States will create valuable Great Works that they are willing to trade with allies, Mercantile CSs will send plenty of Caravans across the map, Militaristic CSs will be headstrong about waging war, even on other Civilizations, and so on. They do not sit back idly and take up space, and should engage more with the world.

City-States will also expand periodically and become Minor Civilizations, functionally just City-States with more cities. This is a double-edged sword, as while you may of course be hesitant to let them take up more space, the yield you get from a friendly or allied CS is dependent on how much they actually have. If a Cultural CS is making 20 Culture per turn, you'll get about 5 as an Ally, 2 as a Friend, but if they're making 40, you'll get twice that, and more cities equals more raw culture (though not necessarily more policies, but that's not important). If you have a lucrative alliance with a City-State, you may very well be inclined to help them prosper and grow and expand.

(will write more later on Corporations, Great Units, and new Civilizations)
 
Religious victory and more religious evolution (one enhancement per era);
Economic victory (with corporations and industrial luxuries);
Better barbarians (pirates, villain strongholds, terrorists and barbarian cities);
Future (I want play more and best);
Second leader per civ;
Colonies, http://forums.civfanatics.com/showthread.php?t=442437;
Civics (like civ iv) WITH social policies, http://forums.civfanatics.com/showthread.php?t=516866;
More spy’s abilities, http://forums.civfanatics.com/showthread.php?t=476263 ;
BIG events, http://forums.civfanatics.com/showthread.php?t=516501;
United Nation as a World Project and more resolutions;
Buff to military way of life;
More CS missions;
Achievements bonus, like: 1st conquest of one capital; 1st world surround.
Gran Colombia and Símon Bolivar.
 
Spoiler :
There's still a lot of place for improvement in ciV, and lots of stuff to fix, I'd like it if they released one final xpack before moving on to CiVI. One that focuses on the middle game an diferent ways to build your empire.

Enlightment Age
Add a new era that eases the transition from Renaissance to industrial. There's a lot of suggestions ahead, and most of it plays well in this era.

Ravamped diplomacy, casus belli and better CS
Civ needs to take this step, a basic casus belli system that allows you certain war goals and peace deals, like piety unlocking holy wars, honor imperialism casus belli (something to help stablish large empires) etc. Along with the casus belli, denounces for specific reasons to make sense of diplo relations.

With better diplomacy CS's could offer more options, like setting a sphere or influence, and real consequences to bullying or converting an allied CS. CS could actually be a good source of casus belli if you want to start wars.

Say a civ of diferent religion bullies an ally, you can now use both religious and sphere of influence casus belli on the same war. The more diferences and confrontations you have with a civ the more casus belli and war goals you can stack. That way early wars have simple goals but they start to get bigger as the game goes on. And course you should also pick you casus belli, it would allow you to go to war and still keep your friends.

Colonies
This game really needs colonization, it would allow you to keep expanding in diferent ways, maybe you are all about trade, settle key locations for trade and luxuries. Maybe you are all about colonising large swats of land, set up viceroyalties, or maybe you are a land power and want to set very well defended frontier colonies for later conquest Rome style.

The whole idea also ties to the unrest that will come from ideologies, you can already use it to create revolts and city flipping, well what about using it to spark revolutions (which you can fund of course) that could result in an independent colonial nation?. Of course if you manage to keep your colonies together, depending on your ideologies you can reap the benefits, like setting a commonwealth, or block of soviet countries under you command, or creating diplo blocks. It would allow for sphere of influence and proxy wars.

Better rebels and barbarians
It would be interesting to have more options to deal with barbarians, leave them alone for too long and they will form coalitions (and spawn a GG) to march over civs. you can deal with them militarily, pay tribute, or bribe them into attacking another civ. (Its not like we dont bribe civs to declare war already) if they manage to take a city or CS they will get stronger, again it opens many options. It could actually model piracy on the seas. And of course, the larger the barbarian threat, the larger the reward (cash and diplo) for taking them out. (Reworking the Huns to take advantage of using barbarian coalitions would be very interesting)

Later in game when revolutions come along it could use the same system to negotiate and fund rebels. Only this time they can form a new nation (similar to a CS only multi city)

More basic resources and Manufactured goods
Strategic resources tend to pile up, and basic resources dont really do much besides yields. I think it would be interesting if you could use them both along with certain improvements and buildings to unlock these goods, with basic bonuses attached to them like Marble does.

Say you have a coastal city with a Shipyard x amount of lumber mills and Iron within its radius, you have now unlocked Ship building supplies that gives you more production to ship building (like marble to wonders) along with a city tag (so that everybody knows). A city on a river with x weath, granary and citrus or wine, you unlocked grain supplies and get the tag Empire's granary. So on and so on, you have diferent rewards for just building you city and specializing it (which we already do). Suddenly cities are not just about luxuries, but also about basic resources, certain SP could allow you to get more manufactured goods to trade.

Starting on the industrial era you could use manufactured resources to build a second tier to allow for modern products like computers, or cars.

I think this tied to colonization would make one heck of an addition. It would work similar to corporations without the hazzle of building them, but now with the emphasis on empire building and city managment. Tho they could add a corporate tab to tell you what requisites you need to fullfil to get a certain manufactured good and which one you alrady have, similar to the cultural one. That way you can plan ahead.

Complete unit upgrade tree and balanced combat
This one is straight forward, more units to fill the upgrade paths to actually make sense, spearmen, horse archers, etc. Once we are at it, balance the combat, there's been countles threads and many diferent suggestions, a third xpack must balance it before moving on to CiVI.

9 new Civs
Also, the thing that everybody wants to see in the previews, new civs, they've stated before that they can only work on 9 at the time because of their production cycle, and that giving less doesnt feel right to them. So take your pick, for now I'll only say we need a spanish post colonial nation. I think I'll post my want civs later.
Wow, you pretty much managed to put in every single thing I would ask for in your post. Good job, you have my vote! :goodjob:

Only thing I would add to this list is a rework of the espionage system: Spies should be capped by era rather than given for free (like trade routes), there should be more spying options (get information about research, location of other civs, location of resources and natural wonders, promote relationships between civs, either between your and second party or between second and third party civs) and a tighter link between diplomacy and espionage overall.
 
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