PhilBowles
Deity
- Joined
- Nov 20, 2011
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- 5,333
What room is there for another expansion? What basic gameplay mechanics are still missing? Health and sanitation? Other than that (which seems to me would be functionally redundant with happiness), I don't know what people think is missing.
That's looking at it from the perspective of "what was in Civ IV that isn't in Civ V" rather than "what could be added". There's a whole host of things that could be included that haven't been in any Civ game (as with archaeology and tourism in this expansion). Some are treated by mods - for example, migration between cities. What's more, even apparently minor elements can sell an expansion - while international trade was recognised as a key omission from Civ V + G&K, few people here thought "trade routes + UN" would work as major expansion themes.
We've had one expansion focused broadly on the "early game" and now one focused on the "late game", with very broad-brush mechanics and a focus on big game/world events - religion, interactions between civs (espionage, naval improvements, two revisions of diplo victory, added CS types, international trade, tourism, ideologies), and victory conditions. We now have a rather comprehensive set of 'macro' mechanics and systems.
What's notably missing in a game focused on empire building is much focus on the empire itself - internal factors affecting your own society's development. This is a broad thematic umbrella that could incorporate, for instance:
- Taxation
- Health
- Internal migration and immigration/emigration policies
- Civil unrest and civil wars
- Government (beyond the existing social policy system) and corruption.
- Environmental management (such as sustainable use of resources)
On top of which, there have now been two overhauls to diplomatic victory and one to cultural victory. There's still scope for revisiting science and domination victory conditions (perhaps including reviving the trip to Alpha Centauri and optional extra spaceship parts to speed the journey).
On top of possible changes to the tech tree, extra civs, extra units and buildings, extra Wonders and NWs, and changes and refinements to existing systems, that's more than enough for one more expansion.
Health seems like it could be implemented as a purely local mechanic for each city.
There's an imperfect but nice mod doing just that. However, the best city management mod I know of for Civ V is called Emigration, which is basically a twist on the old Civ games' local happiness system. Prosperous cities (the prosperity system takes account of several factors, but is designed so that local happiness is the most important) attract migrants to them from surrounding cities (including foreign ones), while less prosperous ones suffer a 'brain drain' elsewhere. This and the health mod both succeed in making happiness and health management meaningful, with bonuses for performing well and penalties for doing badly, rather than simply acting as constraints on growth as in past Civ games.
They're both fun mods to play, and show that Civ V can be adapted well for micromanagement. The only downside is that, while they seem naturally to go together, they aren't compatible with each other - Emigration works fine, but Health & Plague loses the city health score, and without that your cities will be plague-ridden in no time.