Modding is another fun tangent. Personally, as a games modder of some history myself, I'd actually encourage people to push the actual tools to their limits. I get that it's tempting to ask for the thing that will grant you as much control as possible, but likewise, if you're not using the tools that are already out there, Firaxis aren't going to see the usage metrics that make them go "hey, we can use this customer base as argument for more time on tools". The DLL situation in 6 is already going to be different to 5 (with additional licensed stuff built in and so forth). It's only going to get more complicated in terms of providing modding support that isn't through the sanitised, official-tools channels.
To tie this back to expansion wishes (I will ramble endlessly about modding hypotheticals if allowed), it'd be a good work-for-reward thing for their social media to maybe highlight the work of prominent modders. Show what can be done with the current tools.
You're right, there is a lot that we can do without the source code, much more than what's most people think.
There are not many, but you can find some mod here or on steam that does a few interesting things out of the box with what we have.
And well, I've got this project of mine... Yes, I think I could code new features in Lua for for a few months, maybe even one/two years before reaching the point where everything I could do without the DLL access is done. But in the end I will need it.
Diplomacy. Units control (counter-fire, first strike...). Limited stacking. And teaching the new mechanisms to the AI of course (let just say that air combat is a new mechanism too, shall we ?)
IMO, your point goes both way, there was a lot of modders at the beginning of civ5 era that refused to move from civ4 because of the absence on the source code on civ5. Some have said that its late release could have been one of the reason for the quasi-absence of total conversion/overhaul for civ5. And then Firaxis can come and say: "look, you don't need the source, there is no-one left to use it"
And that's true, the longer they wait, the less we'll be left.
I mean who's going to start to invest the time required for a total conversion not knowing if he will be able to finish it. Ok, I'm one fool. But who else ?
If the expansion does include natural disasters; it might start a positive direction for the franchise.
I actually find the other civs especially their agendas and their interuptions to be annoying.
I almost think the main reason the AI is so screwed up is because its an attempt at emulation other players.... in some cases imature 12 year olds that put hissy fits because you built a wonder or got a great person....
But natural disasters.... its not AI, its events that challenge you to overcome them, similar to barbarians. Now imagine if other empires were more like that... obstacles you find on exploration, maybe they might have quests, but otherwise are like large city states whom are more difficult to conquer.
And victories are instead based on timing/threshold x difficulty.
That prob wont get all put into a next expansion, but imagine if Civ VII had no AI, no enemy civs, just events and quests, and challenged you on how efficient you can get based on the hand your dealt?
That's a U-turn, one I'm pondering since some time.
Not sure it fits the serie, but a spin-off à la Colonization, maybe.
Or a mod
But yes, back in the day I'm afraid I was in the bandwagon asking Firaxis to "make an AI that should try to win the game". Of course we should have been more careful of what we've wished for, but who would have thought that they had understood "make an AI that should try to win the game pretending he was the average player on the internet". I suppose we should be grateful that the civ5/6 AI doesn't rage-quit, but I think it's its only quality.
Sid Meier himself decided against putting in natural disasters and in general any negative consequences outside the control of the player. As a game designer his stance is that this mechanism doesn't create a good experience for the player.
I think he is right.
I disagree, natural disasters could be the negative consequence of a choice ("ho, look, the soil seems fertile near this steaming mountain. And we've got hot water nearby too, perfect spot for the winters to come"), and still fit that prudent game's designer stance.
And yet we need challenge, everything shouldn't be under control, what's important is to provide a way to counter and get a benefice from any event, if you can overcome it.