Viregel
, The Rt. Hon.
Ok, I presume that you've read the title. Do what it says. I will be compiling the ideas for a new expansion here on this thread. So far we have:
Health
Colonies
Taxes
Vassals
Revolts
Immigration
Expanded Diplomacy
Corporations
Other
These are a couple of systems that I have seen of the forum. I will add more soon.
Civilizations
City-States
It would probably be better to do this after the systems, just so that they tie in.
But just because I can, HUNGARY!!!
Ideas are welcome.
Health
Spoiler :
-Done on a city level
-High health will cause a happiness increase, and vice versa for low health
-Low health levels can lead to disease, killing of population
-Trade Routes can spread disease
-Can be counteracted by fresh water, hospitals, clinics, surgeries, sewage plane, etc
-High health will cause a happiness increase, and vice versa for low health
-Low health levels can lead to disease, killing of population
-Trade Routes can spread disease
-Can be counteracted by fresh water, hospitals, clinics, surgeries, sewage plane, etc
Colonies
Spoiler :
-Can only be founded on other continents
-Requires colonialist unit, available at Astronomy
Provide less unhappiness, but more chance of revolt
-Requires colonialist unit, available at Astronomy
Provide less unhappiness, but more chance of revolt
Taxes
Spoiler :
-Collected from population
-If not payed, could cause debt to other nations
-Higher tax rates cause more unhappiness
-If the rates are very high, may cause revolt
-If not payed, could cause debt to other nations
-Higher tax rates cause more unhappiness
-If the rates are very high, may cause revolt
Vassals
Spoiler :
-A city practically owned by another civilization
-City upkeep payed by owner civilization, but yields go to master's capital
-Vassals required by taking over a city
-May not puppet or annex vassal without taking it again
-City upkeep payed by owner civilization, but yields go to master's capital
-Vassals required by taking over a city
-May not puppet or annex vassal without taking it again
Revolts
Spoiler :
-Staged by supporters of a different ideology in an empire
-Can be supported by civs of the same ideology with money and units
-Extreme violence against protesters can lead to diplomatic negatives
-Colonies may also revolt to form a civilization or city-state
-Can be caused by religious differences
-May be preceded by crime
-Can be supported by civs of the same ideology with money and units
-Extreme violence against protesters can lead to diplomatic negatives
-Colonies may also revolt to form a civilization or city-state
-Can be caused by religious differences
-May be preceded by crime
Immigration
Spoiler :
-Citizens may move to happier or less populated cities or if unemployed
-Could tie in with revolts with a refugee system
-Refugees will run away from cities under siege or empires losing cities to the nearest safe city (if there is one)
-Could determine wars by the amount of production lost due to immigrants
-Refugee camps in cities pull in population from nearby cities
-Could tie in with revolts with a refugee system
-Refugees will run away from cities under siege or empires losing cities to the nearest safe city (if there is one)
-Could determine wars by the amount of production lost due to immigrants
-Refugee camps in cities pull in population from nearby cities
Expanded Diplomacy
Spoiler :
-Peacekeeper unit to help in revolt
-Units owned by World Congress host
-Must get majority vote to send in peacekeepers
-New diplomatic units such as Envoy, Messenger and Diplomat (in no particular order)
-Units owned by World Congress host
-Must get majority vote to send in peacekeepers
-New diplomatic units such as Envoy, Messenger and Diplomat (in no particular order)
Corporations
Spoiler :
-Can combine resources to get goods
-Goods can be traded away
-City-States may request that you provide them with goods via trade
-Can be done in public or private sector
-You have to pay for Public Sector work, but you lose some control for the private sector
-Goods can be traded away
-City-States may request that you provide them with goods via trade
-Can be done in public or private sector
-You have to pay for Public Sector work, but you lose some control for the private sector
Other
Spoiler :
-New Social Policy trees, Tribal and Feudal
-Tribal gives bonuses to civilizations trying to play small on an open area, helping happiness as it goes
-Feudal tries to make way for expansion in crowded areas and focuses on money and gold
-OCC challenge for all civs
-Chance of City-States building wonders
-Tribal gives bonuses to civilizations trying to play small on an open area, helping happiness as it goes
-Feudal tries to make way for expansion in crowded areas and focuses on money and gold
-OCC challenge for all civs
-Chance of City-States building wonders
These are a couple of systems that I have seen of the forum. I will add more soon.
Civilizations
Spoiler :
Hungary:
Hittites:
Khazars:
Normans:
Sioux:
Aragon:
Spoiler :
Capital-Budapest
Leader-Matthias Corvinus
Colours-(((())))
UA-Rule by Regents
Vassal states provide no unhappiness penalty. +20%
when fighting against vassal cities and their units.
Leader-Matthias Corvinus
Colours-(((())))
UA-Rule by Regents
Vassal states provide no unhappiness penalty. +20%

Hittites:
Spoiler :
Capital-Hattsua
Leader-
UA-First to Iron
Iron revealed at the start of the game. All mines provide an additional +1
.
UU-Heavy Charriot, replaces Chariot Archer. 8
, 12
, 3
.
UB-
Leader-
UA-First to Iron
Iron revealed at the start of the game. All mines provide an additional +1

UU-Heavy Charriot, replaces Chariot Archer. 8



UB-
Khazars:
Spoiler :
Capital-Atil
Normans:
Spoiler :
Capital-Rouen
Leader-William I or Rollo
UA-The Doemsday Book
Plots within two tiles of the capital have double yields. Higher tax rates provide less unhappiness.
UU-Crusader, replaces Knight. +10%
when fighting an enemy of a different religion.
UI-Motte and Bailey, functions like a fort. May only be built next to hills inside your territory.+2
, +3
if next to cattle or sheep.
Colours-(((())))
Leader-William I or Rollo
UA-The Doemsday Book
Plots within two tiles of the capital have double yields. Higher tax rates provide less unhappiness.
UU-Crusader, replaces Knight. +10%

UI-Motte and Bailey, functions like a fort. May only be built next to hills inside your territory.+2


Colours-(((())))
Sioux:
Spoiler :
Capital-Little Bighorn
Leader-Sitting Bull
Leader-Sitting Bull
Aragon:
City-States
Spoiler :
Dubai
Santiago de Chile
Wellington
Tula Xicocotitlan
Kuwait City
Taipei
Havana
Santiago de Chile
Wellington
Tula Xicocotitlan
Kuwait City
Taipei
Havana
It would probably be better to do this after the systems, just so that they tie in.
But just because I can, HUNGARY!!!
Ideas are welcome.