Okay so this is what I have. At least the basic jist of it.
Cowards and Heroes:
A way to add more depth to combat basically each unit has a chance of each of these. This chance can be changed by events. The way it works is complicated so since this is not an in depth description I'll leave it at that.
Traitors:
Units city's or great people can backstab you. They will join the person you are at war with making things more difficult. You can lower the chance by lowering war weariness. Spies are the worst as they can do the opposite of what you want giving the other civ a lead.
Terrorist and Immigrants:
Don't be offended by the title i just want to speed things up. I do not mind immigration, but all good things come with a price. Here is how it works. There are two types of immigrants, those who enter through posts or those who sneak in. The later are more common. Either way they give you 1-3 population. Not bad huh. Well this is to powerful so to weaken it the majority of these immigrants sneak in. This can be helpful besides the fact that each time one comes there is a slight chance of a terrorist unit spawning. These will be spies or recon barbs in your city. Eek. When you research note the totalitarian civic there comes an answer. You may choose open borders or closed ones. Open borders increase the amount of immigrants both types. While closed borders cuts the immigrant numbers in half, but they are all from the posts. Bonus each immigrant has a chance of giving three things. Culture boosts. Inspiration. Or great person points. Once you have received x amount of immigrants from a civ you get their unique ability/instructor/unit. This makes it an even chance for both ways.
Religion:
Adds myths and more powerful religion which I have no time to get into.
New Victories
One nation victory. After gaining 10 citizens for every city you have x number of civs from immigration you may make a unite world project. This unites all civs under you making you the only did peacfuly. You will also need 500 diplomatic favor
Business Victory. Simply have three of your businesses have tiles in every civ
Business Men
Business me. May start a business they will buy one from you. This tile is unusable to you but will produce gold and amenities. It will also produce a resorce/science/loyalty. These can be set up in other civs providing both of you with the gains. This more tiles a business has the more good it pays.
I am still tweaking the finer details which is part of which some of the descriptions are lacking. I will start a new thread with civs included when I am done. If you have any questions or suggestions real free to ask.
I would rename this expansion into
CIVILIZATION VI : O FORTUNA
Just some suggestions......
Play this video while reading this post
The pursuit of glory, wealth and fortune has been the gears that advance human civilization. Oceans rise, empires fall, borders are created.
1. More detailed climate, season and weather system.
I think it would be fun to make 1 turn to be 1 seasonal change after renaissance era. Season change would affect trade value and amount of goods produced per tile, which means, introduction of inflation/deflation system to the game. Wonders such as venice shipyard, lighthouse of alexandria, petra and hanging gardens would stabilize the economy so does gems and precious minerals.
2. Unique luxury goods becomes more specialized according to the Civ geography, New resources
Spices for example, would now has specific numbers of items produced from single tile. Spices that grows on Arid and Mediterranean plains would yield saffron or pepper, while spices that grows on rain forests tiles now would yield nutmeg and so on.
Diamonds would become one of gem type. There would be gold, silver and copper which would affect military and economic strength of the civ. New espionage actions such as copying luxury goods, industrial secrets.
Great scientists, artists, musicians and writers could be purchased after gaining any new trade goods.
A new research for the expansion : Fermentation. Wine tiles now renamed into fruit tiles. Wheat, fruit and rice field tile would gain more value after the research because they would produce new luxury goods, Alcohol. Jewelry would be a unique luxury goods that would be added to the Civ goods list only if that Civ has gems and precious minerals resources.
A new resources : Intangible properties goods. Video games, manga, anime, statues, potraits, perfume bottles, glass, K-POP etc created after researching certain topics.
3. Trading posts system, creation of silk road and spice trade, new diplomacy system
Trading posts would no longer created by traders, but through sending economic envoys that would be created automatically on each turn. Each trading posts would yield a unique effect to the economy. For example, creating trading post in Singapore would add the tiles that traders can move on to or teleport them to other continent the moment they choose.
Silk and Spice trade would be an economic wonder that would grant economic bonuses to any Civs that the traders passed. This wonder would be destroyed after any civ finished researching colonialism and contribute towards diplomatic victory.
4. New Economic System and Units
Other than choosing Civ governmental form, civ would be able to choose its economic policy : Mercenary, Protectionism, Capitalism, Industrialism, Communism, Socialism, etc. that would be changable after 1 turn.
There would be 3 new units unique for this economy system other than traders:
a. the Envoys that would start diplomacy towards other civs, opening up trade routes and so on,
b. the Traders / Burghers / Industrialists that do attacks / defense for the economy and able to steal imitable industrial secrets
c. the Corporate that will open up trade posts and foreign industries on other civ
All units have its own unique name according to its Civ. For example olligarch for unit C owned by Russian Civ.
Unit B and C is able to be killed using espionage action or military units during war.
Any surplus of each units would affect negatively to the Civ economy unit limit. For example too much C unit would destroy local Civ economy and culture when choosing capitalism.
There would be
no economic victory as envoys, corporate and traders actions would
add values to diplomatic victory.
5. Diplomacy setting
Open border to all, some nations, migration, etc. would be a new Civ trait setting included on economic policy menu.
6. Larger Maps
Bring back Civ V map size for better
O Fortuna! experience