Wow... already??? The game isn't even out yet! Ok, I'll bite
I have two ideas for an expansion (though one I am sure will bring a lot of flack my way)
Colonies / Outposts
The way that I envision this working is that a player puts out a special unit (maybe an
explorer for
outpost and
colonist for
colonies). These units can travel far and wide and establish their respective settlement. For outposts, these are basically forts with cultural borders. They are ideal for rough terrain that may have some vital
strategic or
luxury resources but are not so good for growing population like
desert and
tundra / snow. They just contain the outpost center (the fort structure) and the surrounding tiles under the border. They don't expand their borders and cannot build any buildings (though they may be able to build units at a cost... higher production / gold than in standard cities). They can, however, be captured by other civilizations or even abandoned if they are not supported by troops for X amount of turns.
For
colonies, these are more like City-States that civilizations can found. They can only be founded on foreign continents. Like city-states, they essentially run themselves while providing you with resources and other benefits in return. They don't have quests like city-states, but their units can be levied like the City-States. There would be no penalties to having them (assuming that regular cities founded on foreign continents have some sort of penalty). You can even adjust certain aspects about them such as a
tax which can boost your empire, but can have dire consequences. Too much
tax and not enough support could lead to revolt and the colony declaring independence (a feature that many want). They are also open to flipping. These colonies can build districts, buildings, units (of their own), etc. and even expand their borders (unlike
outposts). They can be
upgraded to a city that you fully control and administer for a cost and this will remove the chance for a revolt, though they will still be susceptible to flipping.
Random Events (
Commence Brace for Impact now)
I know that many people have stated their dislike of
Random Events when they were included in Civilization IV. However, I am of the camp that loved them. (Before people start saying that Civilization V and VI have them in the form of quests, that is not (solely) what I am talking about. I'm referring to the earth-shattering events that can make or break your Civilization. Both positive and negative affects that can alter the course of history. Before the hate comes pouring in, let me make my case...
I know many have said that they hate when negative things occur and that "breaks" the game. I'm going to be blunt! The whole purpose of a challenge is to make the person adapt to whatever comes their way. When these random events come into play, whether positive or negative, they cause the player to react. Real skill is adapting to the occurrence and coming out on top, even if half of your fleet is wiped out by a typhoon while crossing the ocean.
I liking random events to that of the items in
Mario Kart (for example). A player is dominating for most of the race when they suddenly get hit by a shell and passed by three of four competitors. It is the final lap, and they must make up ground fast to finish in first. Perhaps they get an item that allows them to catch up and break past in the nick of time, or they use their superior driving skills to make the comeback, or they just fall short. That is the excitement that comes with random events. They also help to reduce the staleness that usually sets in around mid game. In
Mario Kart, with items disabled, you pretty much know the finish order by the end of the first lap. The same thing in Civilization... without random events, by the middle ages, the contenders are pretty much set with little room for late game adjustments. Those civilizations in the top 5 typically finish in the top 5. Those at the bottom rung typically finish at the bottom rung. Random Events are a way to shake things up and give boosts to those who are behind the curb and checks to those who are dominating the world. Plus, you know that when you get a positive affect (like a massive boost to your production just when you are trying to get that wonder out), you love it!
For the faint of heart, the random events can be adjusted during game setup to from
chaotic (where they are crazy in their frequency of occurrence and severity of effects),
Standard (where the frequency and severity are a decent mix),
mild (Where the frequency and severity are on the low end), and
disabled!