I've been thinking about ideas to make the game more complete, adding more things to build in the game, just like new districts, buildings and improvements. Also, I thought about new policy cards, that I think that are missing and would be interesting to have in the game. I don't know if some these things will be add in the game one day, but would be nice for mods. Highlighting that my suggestions are only related to mechanics already in the game. More districts: Castle Available in castle technology, cut renaissance walls out. Must be build on a hill. The city needs to have medieval walls. Doesn't consume population. Only one per city. Can't be built less than 7 tiles away from another castle. Becomes obsolete after Modern era for all civilizations. Can't be build after Modern era anymore. Military engineers can spend charges to complete castles. Effects: +2 housing and +2 culture. +2 appeal. +4 production for defensive units. Occupying unit receives +6 Defense Strength (while the castle doesn't have moat). After Cultural Heritage: all castles provide +8 culture and +12 tourism. Buildings (all buildings are available in castle technology either): Tier 1: Moat: allows the castle has outer defenses. Tier 2: Curtain wall: allows the castle has ranged strike, but only for adjacent tiles. Tier 3: Keep: increases +1 the range of ranged strike. Notes: Spoiler : Note 1: enemy units can invade a castle without moat by defeating unit present there, if the castle has no unit, it can be invaded and pillaged like any other district. But if the castle has a moat and courtain wall, you will have to destroy the walls and outer defenses to enter the castle, just as it is in the Encampment district. Note 2: to balance things out, since cities with both castle and encampment would be almost impossible to invade: encampments will only be able to give ranged strikes after the modern era, but outer defenses will be maintained from the start. And the buildings in the encampment district would give twice more production than now, for example, barracks would give +2 production instead of +1. Note 3: it would be really cool if each civilization had its castles based on their real architecture. That is, Germany would have the traditional European castle, India would have a Mughal Fort style castle, Japan would have its castles similar to Himeji Castle. Advanced Research Center Available in computers technology. You can only build one of this in your civilization, just like Government Plaza. The city needs to have research lab. Effects: +2 science and +2 production. Buildings: Advanced Computer Lab: Available in telecommunications technology. +1 culture and +1 science in all cities. Enemy spies operate at one lower level in all cities. +1 level of diplomatic visibility in all civilizations. Requires 3 power Space Agency: Available in satellites technology. +6 science in this city. +15% production of space projects. Requires 3 power Robotics Lab: Available in robotics +3 science in all cities with universities and +3 production in all cities with factories. Allows that all cities can build Giant Death Robot. +25% production of Giant Death Robot in this city. Requires 3 power Notes: Spoiler : Note 1: to balance things out, all technologies of the information era and future era are 15% more expensive to research. And the technologies of the atomic era are 10% more expensive to research. Note 2: also for balance, all space race projects are 20% more expensive to produce. Note 3: buildings of the Advanced Computer Lab are more expensive to produce than buildings of Tier 3, but cheaper to produce than wonders of this part of the game like Maracanã and Sydney Opera House. Note 4: they can't be bought by gold or faith. More buildings: Hotel Radio City Center +6 tourism. +100% tourism from wonders and national parks in this city. Garden Irrigation City Center City must be built next to a river, a lake or an oasis. +2 food. +4 tourism when the city reaches size 12 of population. +1 amenity after environmentalism is researched. Police Station Electricity City Center City must have at least size 15 of population. +1 appeal to all tiles in this city. +3 loyalty Spies operate at one lower level in this city when powered (base load: 3 power). Recycling Center Environmentalism City Center Requires that the city has sewers. Reduces the pollution generated in this city by 25%. Subway Station Plastics City Center City must have at least size 15 of population. +0.5 production and +0.5 gold for each population in this city. Circus Natural History Entertainment Complex Alternative with Zoo +1 Amenity from Entertainment to all City Centers within 6 tiles of this Circus's Entertainment Complex. +2 culture for each horse, ivory, cattle and sheep in this city. Casino Radio Entertainment Complex Alternative with Stadium +1 Amenities from entertainment to all City Centers within 6 tiles of this Casino's Entertainment Complex. +10 tourism +10 extra tourism when powered (base load: 3 power). Basilica Holy Site Worship place +3 faith +2 culture Mandir Holy Site Worship place +3 faith +0.3 faith for each population in the city. Notes: Spoiler : Note 1: some buildings like hospital and medical laboratory I would like to see in the game, but as my suggestions are only related to mechanics already in the game, then they would be better implemented in a mechanics of pests and diseases. More improvements: Astronomical Observatory Astronomy It must be built on a hill. Can't be built adjacent to another one. +2 science +2 science after satellites technology is researched. Grants 1 adjacency to campus district. Forest Reserve Conservation Must be built on a forest tile. Can't be build adjacent to another one. Can only be built by Naturalist (Naturalist now has 5 charges to build forest reserve). It generates tourism equal to the appeal. +2 gold Each forest reserve reduces 0.1 grievances generated by excessive pollution (maximum 2). Forest reserve tourism is doubled after environmentalism is researched. More policy cards: Religious freedom Suffrage Economic policy +100% adjacency of holy sites. Religious relics grant +4 culture. It makes scriptural obsolete. Nationalization Nationalism Economic policy +15% production towards buildings in all cities (+20% if the city has an established governor). Socialism Class Struggle Economic policy Workshops and factories generate +5 production and builders receive 1 extra charge. However, it reduces the gold generated from trade routes by 20%. Privatization Capitalism Economic policy Reduces building maintenance costs by 25%. Markets, banks and stock exchanges grant +1 gold. Meritocracy Capitalism Economic policy +15% generation for all types of great people. Social welfare state Cold War Economic policy +2 housing, +2 amenities and +4 loyalty in all cities that have both campus and theater district. Virtual streaming Social Media Economic policy Allows you to buy rock bands with gold. Rock bands are 10% cheaper to buy with faith. Media censorship Totalitarianism Diplomatic policy Reduces the level of diplomatic visibility of other civilizations against you by 2. However, -1 amenities in all your cities. Ecology Environmentalism Diplomatic policy Forest reserves grant +2 amenities. They double the reduction of grievances about excessive pollution. So, what do you think? These are some ideas of things that I would like to have in the game in some way, obviously they can be rebalanced. Feel free to give your own opinions.