New Content in a Hypothetical New Pack

Neighborhood Buildings (mutually exclusive with Food Market and Shopping Mall, 1 building per district):
Public School- Yields 0.5 Science and 0.5 Culture for every population in city.
Police Station- Protects this district and surrounding districts from spies.
Fire Station- Protects this district and surrounding districts from natural disasters.

How about making these buildings effect the whole city and limit them to 1 per city.
 
How about making these buildings effect the whole city and limit them to 1 per city.
Like making them another city center building? I'm just not sure if there is enough room for more city center buildings which is why I decided on the Neighborhood.
 
Like making them another city center building? I'm just not sure if there is enough room for more city center buildings which is why I decided on the Neighborhood.

Well I would keep them in the neighbourhood and just make them work for the whole city. Since they seem quite powerful and you can only get one per district it gives neighbourhoods finally some usecases.
 
Pack 1:
  • Iroquios (A woodland civilization with its own take on recruiting governors and can peacefully acquire city states) and Lakota (A camp and territory civilization with ranged calvary unique units and a powerful defense).
  • Game mode: Nature and Wildlife: Right from the start, resources that are improved with camps, pastures, and fishing boats become wildlife units that graze and migrate around the map's biomes in this game mode. To tame these creature, use farms and woodlands as lures for feeding animals and train Herders, Hunters, and Fishermen to domesticate these creatures and convert into improvements for your city. Beware of predator units like wolves, bears, and sharks will hunt across the map and devour your improvements but increase fertility. Your army will be needed to defend your pastures and camps against predators however the Beastmaster unit is capable of taming predator units for your army but an armory has to be built first. A new city project, Wildlife Breeding, will let your cities with a zoo (aquarium for naval wildlife) breed more animals and release them to ward off extinction.
  • New Wonders: The Corn Palace (Farms grant culture and tourism on based food output) and Crazy Horse Memorial (City gains large amounts of tourism per each breathtaking tile in the city)
  • New Resources: Camels (Bonus resource that spawn in deserts, improved with pastures), Kangaroos (Bonus resource also spawn in desert, improved with camp), and Alpacas (Luxury resource that spawn in hills, improved with pastures)
Pack 2:
  • Nepal (a religious, wonder, and trade civilization that can use mountains to build infrastructure).
  • Game Mode: Gods and Mythology (Rise and Fall required): In this game mode, Citizens turn to you for explanation of natural phenomena of disasters and natural wonders into a gods who will enhance the cities through a unique Pantheon governor with its own method of acquiring tiles and replace the pantheon belief system, and mythical beasts like dragons, minotaurs, thunderbirds, and unicorns to serve in your army.
  • New Disasters: Landslides (Pillage/destroy and fertilizes tiles next to mountains), Earthquakes (Pillages/Destroy tiles on or near continental boundaries), Heavy Fog (stationary thick clouds form across the land, blocking sight from civilizations)
  • New Natural Wonders: Mt. Fuji (A volcano that grants faith, and culture), Redwood Forest (a one tile passable natural wonder that lets units ignore woods and rainforests) and Chicxulub Crater (A one tile passable wonder that grants culture and science. A city with Chicxulub Crater can't build an Art Museum, but an Archeological Museum built in a city owning Chicxulub Crater will have automatic theming bonuses)

Pack 3:
  • Morocco (A cultural desert civilization that can build thriving cities next to Oasis) and Piye (Piye leads either Egypt or Nubia to acquire the unique infrastructure of other civilizations through conquest)
  • Game Mode: Politics and Elections (Gathering Storm required): In this game mode, changing into a high tier of government causes elections to be held to choose new leaders to lead your civilization or re-elect old ones, and players will have to control a candidate and compete against AI candidates. Your candidate will tour your cities, spending diplomatic favor giving speeches, create advertising, and make promises, but watch out as cities could revolt if a candidate they passionately support loses an election. Foreign spies meddle with election to have the outcome favor their civilization.
  • New District: Intelligence Community (A mid game district that reworks espionage, and replaces the Intelligence Agency building with a new specialist oriented building in the government plaza)
  • New Maps: Arboreal (A continental woodland heavy map where woods only spawn in grasslands and tundra, leaving large swaths of rainforests in the plains. Snow, deserts, marshes, and floodplains are rarities in Arboreal maps making it a great map for civilizations like Brazil, Kongo, and Vietnam) and Tundras and Deserts (A map with large amounts deserts, tundra, and snow but little grasslands and plains. Great for civilizations like Russia, Canada, Nubia, and Mali)

Pack 4:
  • Siam (A balanced civilization with an erratic flexibility through city state diplomacy)
  • Game Mode: Theaters and Cinemas (Rise and Fall required): It's lights, camera, action in this game mode. Turn your civilization's historic moments and great works into masterpieces of theatrical drama, operas, or movie magic. Casting the right directors and actors will increase the tourism yield alongside historical accuracy, but if your production puts another civilization in a bad light, your civilization will be hit with a tourism penalty and soured relations.
  • New Wonders: Kanbawzathadi Golden Palace (A wonder that grants powerful bonuses for placing districts near a matching city state if Suzerian of those city states) and Scotland Yard (A wonder that grants all spies the surveillance and polygraph promotions)
  • New Resources: Cacti (A bonus resource that spawns in desert and improved with plantations) and Tequila (A luxury resource that also spawns in desert and improved with plantations)

Pack 5:
  • Jamaica (A coastal, amenity and culture civilization with a tourism game focused on acquiring great musicians with ease and cheaper rock bands) and Haiti (A religious and military civilization that while can only settle cities on their home continent, can easily punish expansionist civilizations)
  • Game Mode: Satellites and Space Colonies: Inspired by Civilization Beyond Earth, your spaceports do more than just advance towards a science victory in this atomic era game mode. Satellites can be launched to empower improvements, enhance rock bands performances, improve success of espionage, grant amenities to your cities, etc. Space Colonies can also be launched as floating cities that orbit the map and are capable of building unique buildings and districts. Of course some civilizations will see your space infrastructure as eyesores, and train new units like lasers cannons and Earth to Space missiles to shoot them down. Remember what comes up will come down and if you choose to attack Satellites and Space Colonies there will be devastating consequences. A crashing satellite will only damage improvements and districts, but a crashing space colony will destroy any city unfortunate enough to be caught in the impact site.
  • New district: Tourist Destination (An endgame tourism district that replaces some passive tourism effects)
  • New Great People: Examples include Gregor Mendel (Industrial Era Great Scientist who grants science to plantations) and Lorenzetto (Renaissance Era Great Artist with three sculpture great works)

Pack 6:
  • Monaco (Firaxis trolls all the Civ community members who wanted Italy with a civilization limited to a single city, but can bring in staggering amounts of trade routes, gold, great people, tourism, and diplomatic favor)
  • Game mode: Time Travel, this game mode where you can send units and resources back in time to alter the course of history. Send reinforcements to convert military defeats into victory, supplies for a second chance at finishing that wonder, religious units to covert a city before they founded religions. Be careful as your reckless tampering of history could end up unleashing time paradoxes that will erase your cities or worse turn other civilizations put in position for victory.
  • New City States (Sadly, can't think of anything)
  • New Maps: Continents Plus (A Continents map where all city states spawn on islands, leaving the mainlands free for civilizations only) and Pangaea Plus (Similar to Continents Plus but for Pangaea maps)
Quality of Life /Free Game modes:

Great People Picker: Like Leaders pools, and city state/natural wonder picker but for great people.

Underground Exploration: This multiplayer scenario sees teams of scientists, adventurers, soldiers, and cultists dig way thorough soil and dense rock to claim the wonders of the underworld.


Pre-order leader personas:

Underfoot Lady Six Sky (Exchange the high yield, compact playstyle for military bonuses that reward the Maya for golden ages, and conquer civilizations who find themselves in a dark age) and Liberator Cyrus (Rather than dominate with surprise wars, but instead gain bonus combat strength against warmongers with occupied cities, capitals, and city states, the ability to prevent city razing anywhere and boost Persia's tourism output for each liberated city)
 
I get that, and I agree. Really, I do. But not only do I think this will never happen, it's not the topic of this thread.

I never said this will happen. I just said that would be my wish. That's why we DO NOT NEED more paid content. People, do not let yourself rip off and let them know that they need to fix the game first.

How? No more useless and meaningless content.

I feel very ripped off by them, but that will never happen again.

They changed their approach for the worse. And I will not support them anymore. Sorry.
 
I never said this will happen. I just said that would be my wish. That's why we DO NOT NEED more paid content. People, do not let yourself rip off and let them know that they need to fix the game first.

How? No more useless and meaningless content.

I feel very ripped off by them, but that will never happen again.

They changed their approach for the worse. And I will not support them anymore. Sorry.
I understand where you're coming from. But once again, this is not the point of the thread.

If you don't want to support the devs, that's up to you. I just don't see the point of saying this here
 
I understand where you're coming from. But once again, this is not the point of the thread.

If you don't want to support the devs, that's up to you. I just don't see the point of saying this here

Hypothetical new content should be coming from mods now, not from the devs that can't fix the game. But because they stopped supporting modding that won't happen, either. That's the point on topic. The point is: stop asking for more content because there is no point. That broken game is over! Roger, out. NRN

Moderator Action: Please stop posting off topic content. leif
 
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Hypothetical new content should be coming from mods now, not from the devs that can't fix the game. But because they stopped supporting modding that won't happen, either. That's the point on topic. The point is: stop asking for more content because there is no point. That broken game is over! Roger, out. NRN
Not everyone has access to use mods though, such as console users.
 
Not everyone has access to use mods though, such as console users.
Thanks for pointing that out. Often I just get told to use a mod, but I can't, at least not on the platform on which I have all the extra content. Sometimes I think people forget that some of us are dependent on Firaxis to get good stuff, and some of that will only ever come if there's more paid content.
 
I have had some ideas on this for a bit of a while, and I'm kinda coming at this from a perspective of what would make sense to "balance out" the roster of civs relative to world geography, because there's definitely some geographic skews which I think it would be nice to see balanced out.

Firstly, as far as I can see, there's at least two more native civs you could fit into North America, preferrably at least two of the Iroquois, a Puebloan civ and/or a Pacific Northwesten civ. I generally agree with the suggestions above for the Iroquois civ (woodlands, military and governors), but the other two I think deserve some more explanation.

The Puebloans (whichever specific tribe you pick, though the only significant leader I can think of that would fit would be the Tewa leader Popé), or perhaps the Navajo under Manuelito or Apache under Geronimo, would be a desert-focussed civ. Maybe they could be able to build farms on deserts, or they get some kind of bonus from deserts like Mali does, or maybe they get a puebloe improvement which functions a bit like the Cree mekewap but interacts with deserts or something.

As a Pacific Northwest civ I would probably put up either the Tlingit under Kalyaan/Katlian or the Salish under Seattle. They would have strong woodland-based interactions, perhaps extra production/culture from lumber mills, or alternatively they gain extra food from forests, rainforests and fishing boats in return for not being able to build farms (the PNW area never developed farming). Maybe with the latter option they get a totem-pole improvement for culture/tourism generation. They should have a canoe-based unique unit.

In South America, I reckon one of the Chibchan states (Muisca or Tairona) deserves a time in the spotlight. I'd reckon they ought to get gold bonuses from rainforests, call the bonus "El Dorado" maybe. Probably also gain some kind of faith or maybe science bonus reflecting their astronomy, either a unique district or an improvement.

Europe I think is starting to feel almost a bit over-full, but if we're going to have another one I'd suggest either a religion-centric Irish civ under Brian Boru, or perhaps have James I & VI as an alternate leader for England and Scotland. If you were to go for an Italian civ, I would suggest they are a great-people focussed culture civ, specifically gaining some kind of bonus for great artists and great musicians. Maybe even have the amphitheatre be replaced with an opera house.

I'm not sure Africa has any really obvious "gaps" in it either, except probably either the Benin or Yoruba from Nigeria would be a nice addition. I have little idea what abilities they ought to get though.

In the Middle East I reckon there is possibly room for a Hittite civ, being a civ with early war bonuses (although somewhat annoyingly Sumeria already has a good bonus to that in the form of the war cart so maybe you have to push them more in that direction, maybe a unique encampment or something).

In Asia, I think there's definitely a couple of spots where a gap could be filled. The first is I reckon there ought to be an official Tibetan civ (my pick for leader would be either Songtsen Gampo or Trisong Detsen), probably similar to Sukritact's Tibet mod - faith-focussed and able to interact with mountains tiles. I wonder if perhaps the Dzong (the obvious replacement for the holy site) could be a defensive district à la the Oppidum.

The other civ I think perhaps could do with being brought in is a Phillipine civ, obviously with a naval focus but this time I think with less strong religious than Indonesia and more military-focussed. I would probably be open to bringing back Siam though as well.

In terms of other features, definitely more IRL regional maps would be nice, especially for North and South America if they were to expand on the number of civs in the regions.

I'm not the biggest fan of the new modes myself, but I suppose if you want to add new ones a plague mode would be nice, maybe it puts out one plague per era or something, probably ditto for a politics mode.

Also they should actually fix the Shite Cliffs of Dover, make it an actual cliff that gives bonus yeilds to adjacent tiles both land and sea and lets those tiles be improved. Would also be nice to have a couple more natural wonders, particularly perhaps Yellowstone, Mount Fuji and Mount Elbrus. Perhaps also introduce waterfalls and a couple of accompanying natural wonders like Iguazu, Victoria and Niagara falls.
 
Firstly, as far as I can see, there's at least two more native civs you could fit into North America, preferrably at least two of the Iroquois, a Puebloan civ and/or a Pacific Northwesten civ. I generally agree with the suggestions above for the Iroquois civ (woodlands, military and governors), but the other two I think deserve some more explanation.

The Puebloans (whichever specific tribe you pick, though the only significant leader I can think of that would fit would be the Tewa leader Popé), or perhaps the Navajo under Manuelito or Apache under Geronimo, would be a desert-focussed civ. Maybe they could be able to build farms on deserts, or they get some kind of bonus from deserts like Mali does, or maybe they get a puebloe improvement which functions a bit like the Cree mekewap but interacts with deserts or something.
Not sure if you already know this but the Pueblo were considered for Civ 5. Due to the problem with depicting their leaders and language in a video game as taboo, they had to be substituted for the Shoshone.

I'm not sure Africa has any really obvious "gaps" in it either, except probably either the Benin or Yoruba from Nigeria would be a nice addition. I have little idea what abilities they ought to get though.
The only real big gap is something missing from North Africa, specifically the Maghreb.
 
Not sure if you already know this but the Pueblo were considered for Civ 5. Due to the problem with depicting their leaders and language in a video game as taboo, they had to be substituted for the Shoshone.

Ah, interesting. It had crossed my mind that this might be an issue, as I had heard that those groups are particularly "closed" with these sorts of things (I've heard they're not particularly keen on linguistics doing documentation work on their languages for instance), and I have always seen the Shoshone as being a tad random a pick. Navajo probably is the better pick in the region then.

The only real big gap is something missing from North Africa, specifically the Maghreb.

Eh, I suppose? But then we already have Arabia, Phoenicia and Mali which kinda covers them for the most part, but I guess it would be nice to see a Berber-focussed civ I suppose.
 
Eh, I suppose? But then we already have Arabia, Phoenicia and Mali which kinda covers them for the most part, but I guess it would be nice to see a Berber-focussed civ I suppose.

Well I think the main problem, especially on a TSL map, is that Phoenicia starts in the Levant, not where Carthage is while Mali is too far south and considered West Africa. I do think a Berber civ whether Morocco again, Numidia, or just the Berbers would be nice.
 
After the latest Free Update patch, and because the Game is still very popular and too early for Civ VII , a second NFP is very likely. Although, I doubt it would have the same content quantity as NFP, I think 3 to 4 DLCs are the max we can get.

So my Ideal content I would like to see are (similar to @Alexander's Hetaroi 's ):
- Iroquois/Navajo and Island Pack - Colonisation and Vassalization Game Mode (Requires RnF or GS (Loyalty Systeme))*.
- Berbers and Alt-Egypt Leader (Ramsses II or Hatshepsut) Pack - Currency Game Mode (for Late Game, Civs can borrow Gold from each other + Global Resource Market)
- Burma/Siam and Oman Pack - Ideology Game Mode (Requires RnF or GS (Loyalty Systeme))*.
- Italian League/Austria - Rise of Nations Mode (dynamic CSs that can turn into Major Civs + Revolutions (Major Civs could split up and create new Civs(or CSs) + International Organisations (UN))) (Requires RnF or GS (Loyalty Systeme))*.

* Would be a waste of opportunity if those New Mechanisms didn't make use of the (often useless) Loyalty Systeme, and it would make them more interactive with the game's mechanisms.

If the DLCs would, just like in NFP, include free Updates between each DLC, then I would like to have reworks of existing Systems instead of new Content:
- Rework of Luxury and Bonus Resources, especially the Amenities Systeme. (EDIT: + Reworking Specialists (or just including Effects from Policies/Pantheons/Abilities...etc that increase the yields of specialists))
- Reworking Religion.
- Rework of WC and improving Diplomacy.
- Balance Everything.
Amenities being forgettable and the tall wide balance seems like the same issue to me. Just lower the amount of cities amenities can affect so from 4 and 6 to say 2 and 3. Then implement higher lvls of happiness. So -10 to +10 amenities. This way large empires naturally lack the abilty to keep citizens happy and have low yields while tall empires have high yields. I use social mechanics "happiness mod" + "less effective luxuries" by Uranium to achieve this effect. Also, you can add Key loyalties and some loyalty tweaks like changing loyalty loss for having different religion than founded and now large empires also tend to fall apart pretty easily.

Also as a side note increasing loyalty penalty from starvation makes siege warfare far more enjoyable. You can legit starve a city out and force it to flip by pillaging all the farms and trade routes. Super fun IMO.
 
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Amenities being forgettable and the tall wide balance seems like the same issue to me. Just lower the amount of cities amenities can affect so from 4 and 6 to say 2 and 3. Then implement higher lvls of happiness. So -10 to +10 amenities. This way large empires naturally lack the abilty to keep citizens happy and have low yields while tall empires have high yields. I use social mechanics "happiness mod" + "less effective luxuries" by Uranium to achieve this effect. Also, you can add Key loyalties and some loyalty tweaks like changing loyalty loss for having different religion than founded and now large empires also tend to fall apart pretty easily.

Also as a side note increasing loyalty penalty from starvation makes siege warfare far more enjoyable. You can legit starve a city out and force it to flip by pillaging all the farms and trade routes. Super fun IMO.
That's one really good way to improve the Tall play (and really easy to Mod in Civ VI). Although it would be at the cost of wide Play, but this can be easily balanced. The question though, is, Can AI handle this? Dramatic Ages is one of my favorite Game Modes (a Mode that doesn't give bonuses but maluses!), but since AI can't handle it at all, I (as well as many other players) can't play with it.

Thanks for the Starvation from Siege Tipp! will try it next Time I play.
 
That's one really good way to improve the Tall play (and really easy to Mod in Civ VI). Although it would be at the cost of wide Play, but this can be easily balanced. The question though, is, Can AI handle this? Dramatic Ages is one of my favorite Game Modes (a Mode that doesn't give bonuses but maluses!), but since AI can't handle it at all, I (as well as many other players) can't play with it.

Thanks for the Starvation from Siege Tipp! will try it next Time I play.
From my experience, AI is still very competitive with these mods. Though my games are so heavily modded that maybe these changes alone might yield a different result. I also use "darker dark ages" from pok. Love the idea of dramatic ages but I agree implementation is off. Would love for the extra era score to become loyalty pressure to be modded into the base game somehow. Also, I'm not fully aware of all the ways loyalty can be tampered with so loyalty from happiness lvls, starvation, and religion are the only values I changed.

Also on the siege note. I think getting rid of walls and essentially make the garrison district from Project M and the barricade from zombies mode the wall if you will far more enjoyable. This way city ranged attack is removed and having a standing army is actually important. With how ingrained walls are in civ I chose to just make walls +10 def strength to get around all the changes that would have to be made to various civ's. Don't yet know how to get rid of the ranged attack :(. These changes in combo with the loyalty, military takes population, and unit control mods make warfare so much more fun. Also hiring city-states is far more attractive which I enjoy.
 
Amenities being forgettable and the tall wide balance seems like the same issue to me. Just lower the amount of cities amenities can affect so from 4 and 6 to say 2 and 3. Then implement higher lvls of happiness. So -10 to +10 amenities. This way large empires naturally lack the abilty to keep citizens happy and have low yields while tall empires have high yields. I use social mechanics "happiness mod" + "less effective luxuries" by Uranium to achieve this effect. Also, you can add Key loyalties and some loyalty tweaks like changing loyalty loss for having different religion than founded and now large empires also tend to fall apart pretty easily.

Also as a side note increasing loyalty penalty from starvation makes siege warfare far more enjoyable. You can legit starve a city out and force it to flip by pillaging all the farms and trade routes. Super fun IMO.

Why would you want to nerf building a wide empire? It is really cool to cover the land with your cities. I also really enjoy building a tall empire, so why not just buff tall?
 
Why would you want to nerf building a wide empire? It is really cool to cover the land with your cities. I also really enjoy building a tall empire, so why not just buff tall?
I don't enjoy playing wide so I changed the game to make my style of play valuable. To be clear you can still build a very powerful wide empire. It's just a lot harder and you will probably be dealing with revolts. Which IMO is more realistic to how real-life worked anyway. It's hard to keep one's citizens happy.

If there is a variable for conquered cities imma add -1 amen for that too. To simulate how they dislike your rule. Actually yeah. It would be so cool if when a city is taken through military force a -3 amen penalty was assigned to it. Which decreases by 1 per era as the people become used to being a part of your empire. @Zegangani is this possible?
 
If there is a variable for conquered cities imma add -1 amen for that too. To simulate how they dislike your rule. Actually yeah. It would be so cool if when a city is taken through military force a -3 amen penalty was assigned to it. Which decreases by 1 per era as the people become used to being a part of your empire. @Zegangani is this possible?
I think it should be possible, Yes. (The database requirement is a bit tricky as it involves other Parties too (at least that's how it's used by the Game), so some test will be needed, but with help from Lua it should be possible though)
 
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