While the victory where you have to settle the earthling vagabonds is slightly more entailing than Other build&wait victories, it can be so much cooler. Other people have already mentioned the tediousness of every turn remembering to click for a setler and that it should be auto generate. (and why not? When would I never click it? Because They may be walking into a war zone? Who cares if they die we just click another!) But the calm and orderly process of getting these settlers through the gate does not reflect IMHO what is happening on the other side of the gate. It is absolute chaos on earth! There is war and death and plague and all that hellishness. Instead of a leasurly airport boarding pass the gate on the other side would probably be people killing each other to get off earth. If you look at war torn countries in africa and the middle east, refugees do indeed risk anything and everything to get the hell out of there. Including risking drowning in the sea, being raped or killed by people smugglers, anything, so dire is their plite. And these people would not be well healthy peaceful tenants, they would be mentally and spiritually scarred from the ravages of centuries of dark ages. Think madmax. my implementation would be this: -The gate generates an earth unit every turn without fail. This represents the push of the throng which will not take no for an answer. -The unit comes through with random amounts of health, sometimes full, sometimes almost dead. This represents not only the violence in the vicinity of the gate on earth, but that most people would not be in the best of health to begin with. This also give the player added reason to provide military escort and not just plop them down any place. -not always do settlers come through, sometimes it can be military units which are aggroed. Basically civ5 barbarians of the modern age. This represents the roving militias of war torn earth who fought their way through the gate guards and either think they can conquer you or just want to rape and pillage. This means the player needs to be on their guard and if many strong barbs come through concequatively there might actually be a risk that they take a city! Graphically, these should be madmaxed civ5 marines, Xcom, tanks, paratroopers, etc. would make a nice link to civ5 players too, bringing some nostaliga. -sometimes these barbs come through but they declare to want to work for you and you get a free unit. -all settlements must be in your territory, and if another faction conquers (not destroys) a settlement, it actually counts to their victory, even if they have not build a gate. This means that players can literally steal a victory from each other. - a building 'refugee enter' can be built in a city and you can plop up to 6 settlers in a city. This is necessary because I have had it that on a small map there was simply no space for a earth settlement 3 tile away from anything. -if another player has built the gate where you have to put in military units, it increases the amount of barbs coming out your end! If you build the military gate at the same time, you can decrease the amount of barbs. This means that players will pay more attention to what they are doing and give you a reason to attack and destroy the other players gate while you are settling earthlings. -the gate tile is automatically treated as a road improvement. So roads and maglevs in ajacent tiles automatically connect. What do you guys think?