After playing civ on the latest fall patch, I've been pretty satisfied from the changes made especially the increased yields from trade routes and changes to Germany UU in favor of a UB.
However, I feel as though 2K missed out on alot of opportunities to expand or improve certain elements of the game such as spies or diplomats and world congress. Some of the things I would of like to see added are air bases, free trade agreements and expanding diplomat options (instead of using them exclusively to swing world congress votes in your favor).
To further expand on the notion of air/military/naval bases, late game warfare is often a drag but runaway civs need to be deterred or reeled in. However if proximity is an issue, which is often the case in continents maps or when pursuing victory conditions other than domination, then these bases would be able to exert military pressure and help ally civs or city-states who are at war. I feel as though this option would make late-game warfare far more interesting as you can influence the war from afar and even reduce warmonger penalties since you wouldn't have to send troops to take cities and set up satellite colonies solely for the sake of weakening runaway civs.
The pretense to establish a base should require a diplomat to first negotiate the right to set up a base and again if you'd like to move the base. By requiring the diplomat, it creates incentive to keep the diplomat in the capital as oppose to moving it out after 6 turns (5 turns to schmooze and 1 turn to 'trade' for world congress votes). Diplomats should be as restricted as spies, so if it takes 20 or more turns (standard) for a spy to steal tech then diplomats should be constrained to do the same for an equal reward. Such rewards could be a military base or free trade agreement to improve trade route yields. This would allow greater flexibility for spies and reward those who use spies but also create a greater incentive to build National Spy Agency (or whatever the national wonder for police stations is called) and make civs like England more viable (although England is already a strong civ given enough water but if landlocked certainly gives it more viability). It particularly bothers me that diplomats only need to stay for 5 turns to perform its diplomatic mission and move shortly thereafter when it takes spies significantly longer to gather intel and steal tech.
To summarize, Brand New World had alot of great ideas and strategies with the addition of diplomats, congress and trade routes and brought balance to aggressive warmongers and city spamming. The expansion feels lacking for all the new content it added.
P.S. My views maybe a bit skewed since I only play emperor and occasionally immortal but I was an avid civ 4 player and would like to see civ 5 hit the same lofty heights. Also, if there are mods that already incorporate such ideas I would love to know the name of them.
However, I feel as though 2K missed out on alot of opportunities to expand or improve certain elements of the game such as spies or diplomats and world congress. Some of the things I would of like to see added are air bases, free trade agreements and expanding diplomat options (instead of using them exclusively to swing world congress votes in your favor).
To further expand on the notion of air/military/naval bases, late game warfare is often a drag but runaway civs need to be deterred or reeled in. However if proximity is an issue, which is often the case in continents maps or when pursuing victory conditions other than domination, then these bases would be able to exert military pressure and help ally civs or city-states who are at war. I feel as though this option would make late-game warfare far more interesting as you can influence the war from afar and even reduce warmonger penalties since you wouldn't have to send troops to take cities and set up satellite colonies solely for the sake of weakening runaway civs.
The pretense to establish a base should require a diplomat to first negotiate the right to set up a base and again if you'd like to move the base. By requiring the diplomat, it creates incentive to keep the diplomat in the capital as oppose to moving it out after 6 turns (5 turns to schmooze and 1 turn to 'trade' for world congress votes). Diplomats should be as restricted as spies, so if it takes 20 or more turns (standard) for a spy to steal tech then diplomats should be constrained to do the same for an equal reward. Such rewards could be a military base or free trade agreement to improve trade route yields. This would allow greater flexibility for spies and reward those who use spies but also create a greater incentive to build National Spy Agency (or whatever the national wonder for police stations is called) and make civs like England more viable (although England is already a strong civ given enough water but if landlocked certainly gives it more viability). It particularly bothers me that diplomats only need to stay for 5 turns to perform its diplomatic mission and move shortly thereafter when it takes spies significantly longer to gather intel and steal tech.
To summarize, Brand New World had alot of great ideas and strategies with the addition of diplomats, congress and trade routes and brought balance to aggressive warmongers and city spamming. The expansion feels lacking for all the new content it added.
P.S. My views maybe a bit skewed since I only play emperor and occasionally immortal but I was an avid civ 4 player and would like to see civ 5 hit the same lofty heights. Also, if there are mods that already incorporate such ideas I would love to know the name of them.