New Civ V Expansion Ideas

I'd like to see spies turned into a real unit that can move around the map. Open borders is currently the only way to scout in the game aside from going to war. Spies should work like they do in Total War games.

Unhappiness should have varied effects based on how negative it goes such as loss of production at -10 , rebels spawning and revolts at -20 and something along those lines.

Unhappiness should also come from more sources such as attacking civs you have a ally/friendly status with, attacking cities that follow the same religion as your holy city that could also vary depending on if you chose puppet/annex/raze.

Research bonuses for capturing other cities, If you conquer a city with say a university, education tech research time should get a 50%-75% reduction.

Religious victory

Canals allowing workers to create passages for naval units and connect lake cities to ocean.

Naval and Air transport to move ground units around.

Military great person medic, provides bonus +10 hp heal to units in same tile or can settle into a field hospital or triage tent for +15 bonus healing.

They should add a new system for military similar to faith so people can upgrade units, buy generals , medics and other things. It could also help buff the honor social policy tree and bring it on par with Tradition and Liberty.
 
- Small boats and ships can pass through rivers
- Canals gives +1 food from farms; does not destroy any improvements and cannot be destroyed by improvements
- Mountains are climbable after a certain tech
- New random events (disasters, native trails, riot, etc)
- Animal barbarians
- More population = more unhealthy citizens (unless if you are ... wait for it ... the Mongols)
 
- Small boats and ships can pass through rivers
- Canals gives +1 food from farms; does not destroy any improvements and cannot be destroyed
- Mountains are climbable after a certain tech
- New random events (disasters, native trails, riot, etc)
- Animal barbarians
- More population = more unhealthy citizens (unless if you are ... wait for it ... the Mongols)

I take it that you've been watching too much John Green?:goodjob:

Nice ideas, (I'll add them later) but the climbable mountains obsoletes Carthage's UA. Also, Helicopter Gunships can already hover over mountains (and would make more spence if they could ado hover over sea)
 
With Vassals, I think it would be better to have a tax rate set by the occupier rather than losing all yields to them.
 
I take it that you've been watching too much John Green?:goodjob:

Nice ideas, (I'll add them later) but the climbable mountains obsoletes Carthage's UA. Also, Helicopter Gunships can already hover over mountains (and would make more spence if they could ado hover over sea)

Actually, I don't watch any John Greens' at all.
 
Well, I definitely think a focus for a new expansion should be science. The science victory is, as it stands, very...bland. I think an active solution would be to make progress based on "research", basically, taking certain actions to boost acquisition of techs. For example, to boost getting Animal Husbandry, you'd have units visit tiles that would be improved with Pastures, or to obtain Mining, you land on tiles with mining-related resources. This would make progression of technology be a bit more tuned to the actual location of your empire- as it stands right now, a landlocked kingdom on the steppes is just as capable of obtaining cutting-edge sailing techniques as they are pioneering the art of mounted warfare, when their environment would have it follow that they'd be more capable of the latter and less capable of the former.

As the game goes on, research would grow a bit more complicated, most likely, and would incorporate some kind of new units- Researchers, or something like thus, who could serve a variety of functions. Largely, they would establish Outposts of some kind, and the environment they do so on determines what they do. These Outposts would provide bonuses even if they're not in your territory, making the establishment of bases in the cold arctic wastes a boon to those aiming for science victories, or similarly providing a use for those otherwise barren little islands in the middle of the ocean. They could also visit established Academies, Universities, Public Schools, Research Labs, pretty much anything that has to do with science, which would all have varying background functions depending on their location. For example, say you're looking to research Lasers. To boost the acquisition of that tech, you would take your Researcher to visit an Academy or University-housing city near a source of Gems or so, where they would conduct a Thesis or so, fulfilling one of the objectives of the tech and providing a substantial boost to getting it. Obviously this would need balancing, and increasing of overall tech costs, especially in late-game where it feels like science tends to skyrocket rapidly, but it would contribute to making a feel of conducting investigations and having an active role in the research projects of your empire, instead of just building some places that fill the bucket of water for the next tech.
 
My mod implements Vassals. Check it out.
 
Some ideas I thought:

Secret military bases

Purchase and Sale of military units with other civilizations

Terrorist attacks
 
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