New Expansion Speculation Thread

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Personally, it never sat right with me that a specific civ (Kongo) is incapable of winning one of the game's four VCs. And on top of that, each game roughly half the civs (the ones who didn't found a religion) can't win that VC either.

It bother me too, shaglio, and that is why I think that founding a religion should be bonus more than a handicap for wining the game with a Religios Victory. I love to play with Spain, is my country, but it bothers me a lot that, althought we didn't found any religion, we were indeed the "chapion" of Catholicism. I know it is a little absurd... after all this is just a game and not a perfectly accurate historical simulator, but FRX have enough cleaver minds to work this out in a funnier and better way.
 
Agreed. The colours clearly suggest campus and industrial, and the “campus” one has a classic district shape. The power blades look slightly greenish like Neighbourhoods so I wonder if there’s a connection there.

If these are science and industrial related, it might suggest a change to how these districts work - particularly Industrial which FXS must know people think is week. The water park did lead to significant changes to the entertainment zone, adding in regional tile buffs. It’s all very curious.

For those that didn't see Bob's post, here is a picture of the "Factory" in the leaked image compared to a SS of an oil derek off off Arioch's excellent website.

1 by sammykhalifa, on Flickr

Of course details are blurry on the "leak" image, but they are exactly the same thing just seen from the other side.

I think I got ahead of myself. Water campus looks like a water campus. But the Industrial Zone looking thing very much looks like the existing oil rig. Suggesting it and the wind turbines are improvements.

And there I was saying I was getting on the hype train.

I agree that that tile improvement is not new; to me it is still the same old "Offshore Oil Rig" tile improvement from the base game. If anything, if the leaks are real, that it's mechanics have been updated.

Because Oil generates power (plastics and other things; but let's just focus on the "power" aspect) but release CO2 as a byproduct, I am willing to bet that Offshore Oil Rig and Oil Wells will now generate "Heat" or some sort of value to scale with Global Warming. I say this because it's right next to the alternative which is a Offshore Wind Farm, which could generate slight less energy but will not have as much "Heat" generated and slightly less other environmental issues (but if we are talking irl, they still cause issues for birds which I completely disagree with)

So perhaps the comparison would be:
Offshore Oil Rig:
+2 Production (Oil alone provides from +3, totalling at +5)
-2 Appeal (decreased from -1)
+2 Heat
+/- 0 Noise
Must be built on Oil resource on Coast or Ocean.

Offshore Wind Farm:
+2 Production
-1 Appeal
+/- 0 Heat
+1 Noise
Must be built on Ocean tiles. (so the set back for spamming this is that Ocean tiles only yield 1 food by default and are normally too distant for cities to work)


Of course the same thing could occur with their land equivalents:
Oil Well:
+2 Production (Oil alone provides from +3, totalling at +5)
-2 Appeal (decreased from -1)
+2 Heat
+/- 0 Noise
Must be built on Oil resource on land.

Wind Farm:
+2 Production
-1 Appeal
+/- 0 Heat
+1 Noise
Must be built on Desert Hills, Plains Hills or Grassland Hills not adjacent to Forest or Rain-forest.

Solar Farm:
+1 Production
-1 Appeal
+/- 0 Heat
+/-0 Noise
Must be built on flat land on Desert, Plains or Grassland.

I'm not sure what "Noise" will do; but that is a huge negative for wind farms.

Hmm. But oil rigs don’t really provide energy. That’s generators, which run on oil.
 
The way I'd do it is to allow any Civ that didn't found a religion to launch a Reformation once the Reformed Church civic is researched. A Reformation would split any religion affecting one or more of your cities into a new religion with the same beliefs (sans Founder Beliefs, which I think should remain exclusive to those who found religions) as the parent religion. There would be diplomatic penalties with the founder of the original religion, naturally. This way you get full control over your religion if you push for an early Great Prophet but can still compete for a Religious Victory if you get shut out.

Maybe a it is time to use does Great Prophet points for more than Great Prophets. Maybe is time for something similar to JFD's Great Theologians. Maybe those guys/girls can act as Great Prophets for not founding civs, after the reformed church civic has been acquired of course.
 
Ok, here is my wild speculation:
New mechanic: Doom Clock
There are few doom clocks in a game. Each of doom clocks, when it reaches a certain number of "doom points" triggers a Disaster.
Some Doom Clocks have a local effect, some are global
Examples:
1. Black Death Doom Clock - triggers great pandemic disaster
2. Chernobyl Doom Clock - triggers a nuclear accident disaster
3. Global Warming Doom Clock - triggers Global Warming Effect
4. Overexploitation Doom Clock - triggers resources crisis effect
5. Great Fire Doom Clock - triggers Conflagration crisis effect


Sources od "doom points"
1. Population - adds Black Death doom points
2. Certain actions (harvesting resources) - adds Overexploitation doom points
3. Cheaper versions of Buildings - you can either build a proper building or cheaper version. Cheaper version adds Great Fire Doom points or Chernobyl Doom points
4. Random events
5. Buildings - factory adds Global Warming doom points, nuclear power plant adds Chernobyl Doom points
6. Time
7. Policy Cards and Governments
8. Dark eras
etc.

Playing around -> Generating Salvation Points -
Sources of salvation points
1. buildings and wonders
2. certain actions (planting wood, creating National Park)
3. Policy Cards and Governments
4. Governor
6. Religion pantheons and beliefs
7. Great peoples
8. Civilizations - Maya ability "Maya Calendar"
9. Golden Eras

General strategy is to avoid great disasters, but sometimes you would like to trigger global disaster to stop some advanced coastal civilization in their science/domination victory, and overrun them as a religion superpower.

Additional features:
New type of terrain - Volcano - more food and production, but a risk of eruption.
Vesuvius - natural Wonder generates +5% gold, production, food, faith, culture, tourism when a town is built next to it, but city generates 50% doom points more.
 
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Ok, here is my wild speculation:
New mechanic: Doom Clock
There are few doom clocks in a game. Each of doom clocks, when it reaches a certain number of "doom points" triggers a Disaster.

That would be so awesome! Love the mechanics ideas you came up with … and love even more the idea of the top bar being filled with clocks ticking away towards pending doom.
 
Hmm. But oil rigs don’t really provide energy. That’s generators, which run on oil.
But they indirectly fuel economic production, no more of a stretch than mines producing production.

Maybe a it is time to use does Great Prophet points for more than Great Prophets. Maybe is time for something similar to JFD's Great Theologians. Maybe those guys/girls can act as Great Prophets for not founding civs, after the reformed church civic has been acquired of course.
Yes! I've been playing with JFD's mod my past few games, and I love his great theologian mechanic; this would be an excellent extension of it.
New mechanic: Doom Clock ...
Very nice idea! I like that it takes away the randomness of disasters of past implementations.
 
I like that it takes away the randomness of disasters of past implementations.
Thanks :) That was a base of the idea. - avoid RNG as much as you can. I don't believe Firaxis would add random disasters to the game because from the game design perspective it is bad and not fun. You can't really play around random events, and they can punish you hard, so the game designer has to balance its cons with pros. It is not easy and in general, you will get random punish random buff or just a meh effect at the end. This is so bad... It would be most hated mechanic in Civ game.
 
Thanks :) That was a base of the idea. - avoid RNG as much as you can. I don't believe Firaxis would add random disasters to the game because from the game design perspective it is bad and not fun. You can't really play around random events, and they can punish you hard, so the game designer has to balance its cons with pros. It is not easy and in general, you will get random punish random buff or just a meh effect at the end. This is so bad... It would be most hated mechanic in Civ game.
I like the idea, but I'd like to have the clock represent an increasing chance for something to happen instead of a certainty. You can know something is going to happen eventually without knowing an exact date.
 
That would be an interesting idea. Yet Pa's were their village centre...so not especially accurate as an improvement.
Gate Pa was the classic battle where the losers really won but the pa itself was not the reason (flax fencing a little perhaps) more the trenches, flagpole, etc, the maori ability to adapt war.
Considering how well the Maori's fought, especially guerilla tactics, that's to me where their strength lies as well as their culture.

The lack of facial tattoo's and the size of the bone neckless indicate that the Civ is easily Polynesia as a whole rather than Maori
agreed 100%, Te Moko is a mark of mana of iwi and manhood, the carving of it tapu. Who would not get it done? Necklace all wrong. I would jolly well hope its Polynesia/other island rather than Maori.
 
I just hope the game starts being enjoyable. Railroads, United Nations, map replay and modsupport might help. I miss map replay the most. It gives a nice ending to a game. Now my games mostly end with me clicking quit - not even bothering to finish games.
 
I just hope the game starts being enjoyable. Railroads, United Nations, map replay and modsupport might help. I miss map replay the most. It gives a nice ending to a game. Now my games mostly end with me clicking quit - not even bothering to finish games.
Eh, I think it's enjoyable now. I don't finish most games, but I haven't since CivII. I like starting new games and trying something else the next time.
 
Ok, here is my wild speculation:
New mechanic: Doom Clock
There are few doom clocks in a game. Each of doom clocks, when it reaches a certain number of "doom points" triggers a Disaster.
Some Doom Clocks have a local effect, some are global
Examples:
1. Black Death Doom Clock - triggers great pandemic disaster
2. Chernobyl Doom Clock - triggers a nuclear accident disaster
3. Global Warming Doom Clock - triggers Global Warming Effect
4. Overexploitation Doom Clock - triggers resources crisis effect
5. Great Fire Doom Clock - triggers Conflagration crisis effect


Sources od "doom points"
1. Population - adds Black Death doom points
2. Certain actions (harvesting resources) - adds Overexploitation doom points
3. Cheaper versions of Buildings - you can either build a proper building or cheaper version. Cheaper version adds Great Fire Doom points or Chernobyl Doom points
4. Random events
5. Buildings - factory adds Global Warming doom points, nuclear power plant adds Chernobyl Doom points
6. Time
7. Policy Cards and Governments
8. Dark eras
etc.

Playing around -> Generating Salvation Points -
Sources of salvation points
1. buildings and wonders
2. certain actions (planting wood, creating National Park)
3. Policy Cards and Governments
4. Governor
6. Religion pantheons and beliefs
7. Great peoples
8. Civilizations - Maya ability "Maya Calendar"
9. Golden Eras

General strategy is to avoid great disasters, but sometimes you would like to trigger global disaster to stop some advanced coastal civilization in their science/domination victory, and overrun them as a religion superpower.

Additional features:
New type of terrain - Volcano - more food and production, but a risk of eruption.
Vesuvius - natural Wonder generates +5% gold, production, food, faith, culture, tourism when a town is built next to it, but city generates 50% doom points more.

I like the idea, but I'd like to have the clock represent an increasing chance for something to happen instead of a certainty. You can know something is going to happen eventually without knowing an exact date.

Yeah, maybe the mechanic should be more like throwing dices, the bigger the amount of doom points, the bigger the chances of getting the dissaster. In any case it is a great mechanic, and I think is far less complicated and much more complete than a new health yeild.
 
Something I've been wondering about - it looks like the third naval "thing" is a maritime or marine research district, is there anything like that out there today? It could be this is a sign that there'll be more future-related tech included. I think a district like that would have to have a lot of benefits if it comes in as late as I think it would, assuming that it is a district.
 
Something I've been wondering about - it looks like the third naval "thing" is a maritime or marine research district, is there anything like that out there today? It could be this is a sign that there'll be more future-related tech included. I think a district like that would have to have a lot of benefits if it comes in as late as I think it would, assuming that it is a district.

I've been working GIS to see if it looks like some kind of marine research site. I've found nothing definitive. I did find one in Asia that has a big glass sphere in the middle and is mounted on a shallow sea floor, but the architecture is otherwise completely off. One thing I found that looked vaguely similar but not scientific was a concept drawing of an artificial island intended for vacation homes.

Also, the marketing build has a launch configuration now.
 
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