Next expansion pack?

Ways to make tundra/desert not such a handicap. I get they can’t be as productive but right now starting with half tundra is an auto reroll

The yields aren't the problem, the problem is that the start bias tables aren't even used for most civs. Simply setting up a robust set of start biases should prevent most untenable starts.
 
I'm hoping the Loyalty mechanic is either testing the waters for, or at least can be expanded into, a fully functional system for Colonization, Revolution, and De-Colonization. I have long wanted a function that would allow for civs to found colonies which could then break free and form new nations (which could be traded and negotiated with, unlike the rogue states that "Free Cities" turned out to be, though maybe something less than a full civ, to avoid the problem of having civs in the game files to form in-game that wouldn't actually be playable from the start). The ability to deliberately de-colonize and form a Commonwealth with your former colonies would also, I think, be really interesting. Civ IV came the closest to this, but its implementation left me a little lukewarm. Loyalty and Free Cities could be the first step toward making a proper Colonization mechanic that could be the basis for a full expansion.

Also? Perfect time to bring back Portugal. Just saying.
 
World congress, corporations, better AI, additional units (grenadiers and axemen please)...just make it like Civ 4. Great leader unit would be pretty cool as well!
 
World congress, corporations, better AI, additional units (grenadiers and axemen please)...just make it like Civ 4. Great leader unit would be pretty cool as well!
Axmen? Blah. I'll pass on corporations if they're just 4s version too. They were tedious.

Like religion, I think tourism needs integrated more with the rest of the mechanics too
 
I actually enjoy the Emergencies. I hope they expand on that some. Maybe a meteor strike Emergency that involes preventing a meteor from hitting a random landmass causing a giant lake to form or global warming that turns equatorial regions to desert but makes polar regions more productive. So far I've only seen emergencies that involve attacking someone. I would like to see some non military options.
 
Much better and immersive naval combat, its a sideshow right now.

Perhaps some sort of early "Petra" for the Tundra.

More slots, somehow for GWOM, I mean this could even be done now somehow

Rework Culture victory because right now it seems GWOA are just sideshows to the eventual seaside resorts/national parks.
 
I've got a lot more to write about this, but here's my First List for the next Expansion:

Commercial Victory:

Which includes not just Amassing Gold, but also dominating the world's Trade System and establishing Cultural-Like Influence in all the other Civs (and a majority of City States)
"We're not only wearing your blue jeans, we're paying top price to buy them from you!"

Among the additions: Envoy-like 'units' like Factors/Agents who can establish commercial outposts in other Civs and/or City States from early in the game. Among other things, establishing Trading Posts to extend your Trade Routes: if there can be a Silk Road extending across Asia in the Classical Era, it should also be possible in the game.

Later, these Outposts could become elements in International Business (Corporations) which could be established by certain Great Merchants (Fugger, Rothschild, Mitsui, Vanderbilt, Rhodes, Harriman, Ford, Rockefeller, etc., etc.) These businesses would definitely include International Banking, one of the earliest major trans-national types of business, so that Civs and City States could borrow Gold - and other Cvs with the HQ of the International Bank could rake in the interest and other considerations.
Speaking of which, a revision of Resources, their definitions and placement, so that a Civ could establish early Monopolies for major Gold and Influence bonuses. Silk, Porcelain, Cheap Cloth, certain Dyes were all very lucrative monopolies for civs like China, Britain and Phoenicia at various times, and the possibility adds depth to the Trade system and new Focuses for International Business
And 'natural' Resources should be increasingly replaced and supplemented in the game by Manufactured Resources - Amenity, Gold, Trade enhancing materials available from Buildings and Technologies later in the game. Why shouldn't some Civ be reaping huge benefits from Automobiles in the Modern Era or Solid-State Electronics sold to other Civs in the Atomic-Information Eras?

(Historical Trivia Input: The largest car and truck manufacturers in Nazi Germany in the late 1930s were partly owned by - Ford and General Motors. And the largest tank factory in the Soviet Union: Zavod 183, the Kharkov Tractor Works, was an exact copy of Ford's River Rouge Plant in Detroit, built for the Soviets by Ford engineers - International Business and Profit make for strange Bedfellows, indeed!)

Part of this also is the enhancing of the Ocean: Sea Trade Routes carry more, farther, make more Gold than land routes until the Industrial Era (railroads). AND Settlers, Builders, and Recon units at least, can move through Coastal Waters from the beginning of the game - IF your starting city is in the Right Place (coastal, naturally). And similar enhancements/bonuses apply to Trade Routes traced along rivers, which should extend the routes and their returns greatly - again, until Industrial and Modern Era land transportation catches up with barges and boats in the ability to transport Large Quantities of materials.

Diplomatic Victory:

This relates to more than just Start the UN/World Congress, get votes. Internationally recognized 'norms' and laws started much earlier: like in the Medieval Era with Erasmus. It should interact with Warmonger Penalties, International Opinion of Civs based on their 'conformity' to The Rules - which should change during the game.

Just for an example, Borders will stop at the coast when the game starts - there was no Law of the Sea, nobody cared much who sailed/rowed by as long as they didn't stop and steal anything. That ties in with Making the Ocean Important, because you can explore almost anywhere by sea early on - until you run into Hostile Civs. City States, or 'Barbarians' - and ganging up against, or supporting, 'Barbarian' Pirates is another type of Very Early Diplomatic agreement.

The types of agreements throughout the game, then, should be more varied and potentially involve more than just 2 'players' - City States and 'third party' Civs can get involved - and you should be able to make Diplomatic Agreements with 'Barbarians' as well - for trade, alliance, or maybe just to sic 'em on your neighbor!

Mercenaries will not be just a word on the Civics Tree: you should be able to 'rent' your Units out, rent or buy units from the Barbarians, City States, or other Civs (wth varying degrees of restrictions, of course).
Some City States, in fact, will make a very good thing out of permanently renting out their troops - like Berne/Geneva with Swiss Pikemen, Darmstadt with Hessian Fusiliers, or Rhodes with Slingers. And the only way anybody other than Mongolia and Scythia are going to get Horse Archers is to ally with them, rent from them, or hire from the Barbarians! (Of course, if Shaka manages to hire some Keshiks, The Game Is Over!)

Once a World Congress of sorts is established, a lot of this will go through it: so getting condemned by it will seriously hurt you ability to make Good Deals (bye, bye Commercial Victory!) and increases your chances of being Militarily/Diplomatically Isolated (Hello 'Peacekeeper Forces' composed of Zulu Keshiks!)

Systems don't lead to Victories in Isolation: you will have to engage Diplomatically and Commercially to stay viable as the game progresses - and Religious Influence will certainly count Diplomatically as well!

More to come...
 
More infrastructure such as public transportation. start out with caravans, move to trains of different types (passenger, cattle, troop transport), then to aircraft, then space etc

Ways to make tundra/desert not such a handicap. I get they can’t be as productive but right now starting with half tundra is an auto reroll
I had some sort of a bonus pop up for founding a city in Tundra yesterday. A +3 or 4 Era score or something like that? It was saying stuff about the citizens being hardy or tough.

On topic, I agree we've been missing a Hall of Fame, and I'd love to see a proper map editor.
As far as future expansions, some more additions to future tech, maybe where you can apply a bias to your future techs. For example you may focus on environmental considerations, or miniaturisation, or fusion technology, or artificial intelligence. Each future tech along those paths would provide some sort of tangible benefit to your civ.
Corporations would be interesting too. Tracing an entity like the Dutch East India company forwards in time would be fascinating.
 
Ed Beach is back at the helm for the expansion, I believe. I expect the most likely features are:
  • terrain features, notably canals (based on past comments from Ed)
  • expanded diplomacy elements with an emphasis on making the late game more interesting (based on past comments from Ed)
  • maritime city states (one of the few elements missing from Civ 5 and a natural addition to existing systems)

What I would really like to see is a tightening up of existing game elements that feel like loose ends or only partially implemented, such as:
  • Great Prophet points having no use after you get a prophet; some link back to the religious game, even it's just conversion to Faith, would be nice
  • Tourism points being divorced from any other game system; even if tourism generated money it would have value beyond a cultural victory
  • alternative buildings for more district slots, to allow more in game choices
  • more buildings that provide boosts to bonus resource tiles (like Water Mills), to create more incentive to consider leaving resources in place rather than chopping
  • more links between existing systems, such as religious divisions diminishing loyalty (or boosting it with the right religious tolerance policy?) or multipurpose buildings such as wharfs or airports to boost trade and tourism hand-in-hand
  • boosts to production from specialists in later game buildings, so that as the game goes on, specialists become more productive (currently workers in the field get more productive as you progress, but a worker in a Research Lab generates the same output as a worker in a classical Library)
 
I do hope the next expansion will add more types of emergencies and tie up economic sanctions with emergency. It is a bit ridiculous to get tons of gold as a reward and I feel the penalty for the target civ is just a slap at the wrist.

I also miss international projects.
 
My wishlist:
- Expanded espionage system
- Railroads
- Canals
- 2 building choices for every building slot i.e. the barracks/stable decision but for every building.
- More victory conditions including more “evil” ones
- Civ V Vox Populi level AI
 
I think they need to focus some on combat. The issue is this is a "tactical" game with very little in the way of actual tactics. There are, for example, very few status effects. Mostly just + and - to this and that. The combat such as it is mainly involves walking units into each other.

When Civ 5 came out with 1UPT it pretty much did that still using the same "crash into each other" gameplay of the earlier games. For a look at what is possible, see Age of Wonders 3. That game is full stuns, charms, slows, bezerks, teleports, lucy dodges, spells, all kinds of tactical stuff. Granted that game has an actual devoted tactical map, so obviously some differences are going to exist. But the combat in that game is consistently thrilling. I struggle to stay awake through a lot of Civ 6 combat. And there really isn't a good reason for it. The game has everything it needs for more exciting battles. But for some reason they passed on this again in Civ 6.

The worst part is the addition of status effects would make it possible to make the AI far scarier, because your units could get stunned/charmed/immobilized and what have you. Give the AI bonuses to that instead of just +combat strength and you'd have a serious fight on your hands.
 
I don't really get the love for Diplomatic Victory. Yes, it was present in earlier games. It wasn't fun in any of them. It's always been basically an Economic Victory or a Population Victory, which doesn't even involve Diplomacy.

If you made me bring back Diplomatic Victory at gunpoint I'd probably have it as something like:
  • Diplomatic Victory can be claimed by two civilizations.
  • Diplomatic Victory Imminence can be triggered under the following circumstances:
    • These two civilizations control ~75% of the game's landmass and/or population.
    • These must not be the only two civilizations left in the game.
    • The United Nations has been created, both Civilizations are in the Information Era, and both Civilizations share the same Government.
  • Under these circumstances, the two civilizations can agree to establish a mutually prosperous relationship to exploit the remaining countries.
    • A Diplomatic Victory will be triggered in 20 turns
    • If a war is declared between these parties, the deal is cancelled and the backstabbing party gains a boost to combat strength at the expense of an enormous warmonger penalty. This is the only way to cancel a Diplomatic Victory after it has started.
    • If a Diplomatic Victory is successful, both Civilizations are treated as the winner, and their final scores are averaged together with a score bonus of ~10%.
    • If a Diplomatic Victory is cancelled by war, a Diplomatic Victory cannot be attempted again between the same two parties for 30 turns after the war ends.
This form of Diplomatic Victory
  • Interacts with combat in the form of a lategame motivation for war and backstabbing bonus.
  • Actually involves something resembling diplomacy and politics.
  • Can be used by a winning player to avoid wasting time dealing with a lesser player who has a lot of land, or a lesser player who knows they can't win against a larger player (but the latter case needs to worry about getting betrayed and annihilated) with a more time consuming victory type.
  • Aids in roleplaying by allowing a cooperative victory against that one AI you just can't bear to kill (but leaves open the possibility that they might betray you, which might certainly change a few minds.)
  • Is designed not to be satisfying enough to outweigh normal victory types (who wants to share a victory with the AI, after all?), but still feel quite a bit better than just pimping a dozen city states the turn before an election.
And naturally some AI leaders would be more willing to let you leech off of them with Diplomatic Victory than others, with all of them needing you to be at least somewhat friendly with them before they'd even consider it.
 
Do you think that we will get any DLC (not expansions) - before the next big expansion?
It would be looong sad time between.
 
Late game stuff is what I want. Fix air warfare first of all. Corporations if they can do it well. World Congress. I admit World Congress doesn't really improve my fun factor that much, but it feels like it should be there. Smac will always have the best, who doesn't think melting the ice caps are fun? :)
 
Perhaps some sort of early "Petra" for the Tundra.

St Basil's is the tundra Petra. Admittedly it doesn't come until Reformed Church, but its unlikely they will make another tundra focused wonder now that it's in the game, so it's as good as it's going to get.
 
WC was not really very well done in Civ V - you tended to have a choice between proposing resolutions that would upset everyone else, and useless ones like banning salt. So you ban salt again, not that you have anything against salt, but from a lack of more interesting choices.
 
If the World Congress comes back in any way, the base should come from how emergencies work. It should react to what happens on the map. If two civilizations get into a war, other civilizations can attempt to convince them to sign peace through the World Congress through sanctions or promises (NO FORCED PEACE!), if someone uses a nuclear weapon, the WC can decide to forbid the use of nuclear weapons. If you then break it you get heavy diplo penalties with all those who are (still) in favour of no nuclear weapons. Etc. Most importantly, going against the world congress should be possible, but a bad idea to actually do.
 
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