If I were to make an expansion, here's what I'd do.
1) Viking civilization. Viking longboat unique unit which replaces galleys (same strength), can travel on ocean squares and can carry troops/settlers.
Justification: Ship-based UUs are a big no-no in general, but the ability to send settlers to other continents early in the game would be a nice bonus for the Viking civ.
2) Add a new Seige Warfare tech which requires Engineering.
3) Add a new trebuchet seige unit. Strength 6 available from the Seige Warfare tech. City bombardment similar to catapult.
Justification: The catapult just doesn't cut it very well after a while. Longbowmen are just too good at defending cities, unless you want to sacrifice hordes of catapults.
4) A medieval infantry unit. Str 9. +20% vs. cities. +20% vs. archers. Also off the Seige Warfare tech.
5) Add back in the religious victory. When a religion grows too large, just create diplomatic penalties with all of the AIs not of that religion. "-4: We will not allow the world to be run by heathens!"
Justification: This will create the needed effect of AI reaction to players trying to win a religious victory without converting all of the other AIs first. Wars will break out, fun will ensue.
6) Inquisitor units to help prevent religious victories. Available with Theology, but obsoleted by Scientific Method.
7) Bunkers should provide defense against air units, not just against nuclear weapons.
Justification: Air bombardment is currently very effective, and it would be nice to have a counter rather than just aircraft.
8) The ability to defy the UN, although it would cause major diplomatic penalties.
1) Viking civilization. Viking longboat unique unit which replaces galleys (same strength), can travel on ocean squares and can carry troops/settlers.
Justification: Ship-based UUs are a big no-no in general, but the ability to send settlers to other continents early in the game would be a nice bonus for the Viking civ.
2) Add a new Seige Warfare tech which requires Engineering.
3) Add a new trebuchet seige unit. Strength 6 available from the Seige Warfare tech. City bombardment similar to catapult.
Justification: The catapult just doesn't cut it very well after a while. Longbowmen are just too good at defending cities, unless you want to sacrifice hordes of catapults.
4) A medieval infantry unit. Str 9. +20% vs. cities. +20% vs. archers. Also off the Seige Warfare tech.
5) Add back in the religious victory. When a religion grows too large, just create diplomatic penalties with all of the AIs not of that religion. "-4: We will not allow the world to be run by heathens!"
Justification: This will create the needed effect of AI reaction to players trying to win a religious victory without converting all of the other AIs first. Wars will break out, fun will ensue.
6) Inquisitor units to help prevent religious victories. Available with Theology, but obsoleted by Scientific Method.
7) Bunkers should provide defense against air units, not just against nuclear weapons.
Justification: Air bombardment is currently very effective, and it would be nice to have a counter rather than just aircraft.
8) The ability to defy the UN, although it would cause major diplomatic penalties.
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