Civ 6 ideas

Caligula_13

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Civ 6 Ideas


Maps-

Make the world a globe
Allow to zoom out very far and zoom in very far
When zoomed out about halfway units disappear
Tiles- Make Tiles ½ the size
Camera should rotate up and down and all the way around

Improvements-
Canals- can be built upon discovering construction. Ships can travel in/on them, at ½ speed though. (Locks) They can make cities coastal, however trade routes only deliver ½ the gold because of the speed
Tunnels- Can be built through mountains upon discovering masonry. Units can move through mountains. Upon discovering dynamite tunnels can be constructed twice as quickly. Tunnels automatically connect a road. Workers have to be in an adjacent tile to construct a tunnel (Because until then they can’t go through a mountain.)
Bridges- Can be built across coastal tiles. Roads can subsequently be built on top of bridges.
Aqueducts- Can be built from a mountain to a city up to 6 tiles away. Provides food. Obsolete upon entering the industrial era

Reworked City System-

Each Population is equivalent to 100 citizens
The Citizens can be broken up into different classes
These can evolve over the eras and upon discovering technologies- this system works similar to the specialist system, but is a lot deeper.
In the ancient era, the classes could be simple, and upon building a shrine a “religious class” is unlocked. You could assign 5 citizens to that, and it might take 30 citizens to work a tile (Tiles are smaller, so the need for more citizens to work them)
To construct a military unit, one citizen is required to be a “Commander”
Government Structure
At the beginning of the game a player has 100 citizens, so a certain amount of these (A maximum of 10) can be set to government
A player has the option to set up 1 type of government at the beginning- a monarchy,
Each would have its own bonuses, and a sort of government web
For instance, they would interconnect and change, for instance a monarchy could evolve into a governor, triumvirate, or stay as a monarchy, with more bonuses but risking unrest
Towards the modern era you could assign capitalists, socialists, etc.
It’s cool because you could have 20 places to assign your citizens, each with it’s own bonuses. For instance, you can choose to assign citizens to be merchants instead of judges, and you will get a 10% percent gold boost but have civil unrest
Civil Unrest
Depending on the choices of the player, the citizens can be in support, and they will communicate what they want
For instance if you don’t assign any citizens to being “religious,” your citizens would want another religion, and this would increase the other religions affect over your city by 15% and they would be unhappy until they had that one
Cities now require food, water, and sanitation (sanitation is unlocked in the renaissance era) and along with that come buildings and an option to assign citizens to that
For example aqueducts would help water and sanitation
Colonies
Instead of founding a new city, you can establish colonies
Colonies can be founded using a unit called a colonist and cost half the normal number of unhappiness
Colonies can only trade with the Capital
However, to get luxury or strategic resources from the colony you have to send a cargo ship to the colony and pay gold
Civil unrest is increased by 20% in Colonies, and by 2% for every 5 tiles farther from the Capital
Colonies can turn into a city of yours if they are happy with your rule, and they keep the ½ unhappiness.
Include tax sliders in colonies and all cities

Units-

New Unit Upgrade System
The old upgrade system for combat is great- this upgrade system focuses on exploration
Each tile that a unit uncovers leads to a separate set of upgrades- 20 tiles discovered: choice of +1 line of sight or +1 movement etc.
New Units-
Blimp
Icebreaker (Breaks ice) makes ice tiles disappear, are replaced by oceans
Scout upgrade path-
Scout
Explorer
Commando
Drone (can go over anything, 8 moves, etc.)


Because of the tile size difference, units should have double moves


Smarter AI- I don’t know how, but make the AI smarter so they don’t get huge advantages on Deity and still lose. It’s kind of sad.
 
How about make the game playable on Day One? How about not hype the game and not deliver?

Don't make the Vanilla game plain and lots of things left out only to be fleshed out in expansions. I learnt my lesson with Civ IV. I didn't buy Civ V until the collectors edition.

So if Firaxis/2K want me to buy on Day One deliver on Day One. Right now Firaxis/2K make lousy games on launch and only after 2 years make great games.
 
Civ 6 Ideas


Maps-

Make the world a globe
That's difficult since you get a lot of weirdness around the poles, but probably not impossible.
Allow to zoom out very far and zoom in very far
When zoomed out about halfway units disappear
Tiles- Make Tiles ½ the size
Camera should rotate up and down and all the way around

Improvements-
Canals- can be built upon discovering construction. Ships can travel in/on them, at ½ speed though. (Locks) They can make cities coastal, however trade routes only deliver ½ the gold because of the speed
Canals are incredibly expensive and difficult to build. Construction is much, much too early for this sort of project- each tile represents a very large area of land and so a canal of this sort would be a monstrous project.
Tunnels- Can be built through mountains upon discovering masonry. Units can move through mountains. Upon discovering dynamite tunnels can be constructed twice as quickly. Tunnels automatically connect a road. Workers have to be in an adjacent tile to construct a tunnel (Because until then they can’t go through a mountain.)
Tunnels through mountains are an interesting idea, but again that is an INCREDIBLY difficult thing to achieve, costing millions if not billions of dollars and modern equipment. I remember watching a show about a tunnel being drilled through a mountain in Italy. It's ridiculous. That should be dynamite tech MINIMUM.
Bridges- Can be built across coastal tiles. Roads can subsequently be built on top of bridges.
bridges already exist for crossing rivers. As I've said before, coastal tiles represent miles and miles of land, and are not intended to represent any area that could be simply bridged over.
Aqueducts- Can be built from a mountain to a city up to 6 tiles away. Provides food. Obsolete upon entering the industrial era
I do like the idea of an aqueduct being a project that isn't mandatory for all cities- Rome made use of aqueducts to supply water to cities that could no longer support themselves off of local water sources, so maybe an aqueduct could be used to provide a bonus to cities that aren't built on sources of fresh water? (Which should provide a food bonus by the way- drinking water is incredibly important)
Reworked City System-

Each Population is equivalent to 100 citizens
The Citizens can be broken up into different classes
These can evolve over the eras and upon discovering technologies- this system works similar to the specialist system, but is a lot deeper.
In the ancient era, the classes could be simple, and upon building a shrine a “religious class” is unlocked. You could assign 5 citizens to that, and it might take 30 citizens to work a tile (Tiles are smaller, so the need for more citizens to work them)
To construct a military unit, one citizen is required to be a “Commander”
Government Structure
At the beginning of the game a player has 100 citizens, so a certain amount of these (A maximum of 10) can be set to government
A player has the option to set up 1 type of government at the beginning- a monarchy,
Each would have its own bonuses, and a sort of government web
For instance, they would interconnect and change, for instance a monarchy could evolve into a governor, triumvirate, or stay as a monarchy, with more bonuses but risking unrest
Towards the modern era you could assign capitalists, socialists, etc.
It’s cool because you could have 20 places to assign your citizens, each with it’s own bonuses. For instance, you can choose to assign citizens to be merchants instead of judges, and you will get a 10% percent gold boost but have civil unrest
This is an interesting system, but I think it's a bit too deep for civilization, which focuses more on the macro than the micro in terms of management and economy. Also, Civilization V's population system works very unlike the way you describe and I don't think the system you've given would feel as though it scaled properly- I can see it playing out in a few different ways: either a city wouldn't be able to scale it's production/science/gold output to match the scale of techs/buildings/costs as the game progressed or there wouldn't BE a scale meaning you could build advanced buildings like public schools in the same amount of time as a library with a small city. I don't think it would feel like you controlled a bustling city of millions, which is how Civ games always progress in the late game.
Civil Unrest
Depending on the choices of the player, the citizens can be in support, and they will communicate what they want
For instance if you don’t assign any citizens to being “religious,” your citizens would want another religion, and this would increase the other religions affect over your city by 15% and they would be unhappy until they had that one
Cities now require food, water, and sanitation (sanitation is unlocked in the renaissance era) and along with that come buildings and an option to assign citizens to that
For example aqueducts would help water and sanitation
Colonies
Instead of founding a new city, you can establish colonies
Colonies can be founded using a unit called a colonist and cost half the normal number of unhappiness
Colonies can only trade with the Capital
However, to get luxury or strategic resources from the colony you have to send a cargo ship to the colony and pay gold
Civil unrest is increased by 20% in Colonies, and by 2% for every 5 tiles farther from the Capital
Colonies can turn into a city of yours if they are happy with your rule, and they keep the ½ unhappiness.
Include tax sliders in colonies and all cities

Units-

New Unit Upgrade System
The old upgrade system for combat is great- this upgrade system focuses on exploration
Each tile that a unit uncovers leads to a separate set of upgrades- 20 tiles discovered: choice of +1 line of sight or +1 movement etc.
New Units-
Blimp
Icebreaker (Breaks ice) makes ice tiles disappear, are replaced by oceans
Scout upgrade path-
Scout
Explorer
Commando
Drone (can go over anything, 8 moves, etc.)


Because of the tile size difference, units should have double moves


Smarter AI- I don’t know how, but make the AI smarter so they don’t get huge advantages on Deity and still lose. It’s kind of sad.

All in all, these are some interesting ideas, but I think they stray too far from the core game style of a Civilization game. I don't want to just stomp on the discussion though, so I'll add some of my own ideas to the pool:

I think settlers are a better approximation of what was described above as "colonists"- old world empires weren't built through colonization but domination (or through diplomacy) but the main point is that at the dawn of civilization, humans were pretty ubiquitous throughout most of the world. There were already people living everywhere, and numerous cultures and cities cropped up all over as technology spread. Empires were built through alliances and victories. Settlers are akin to how America and the rest of the new world settlements (+ Australia) were founded, so I think it would be interesting if the start of the game had many more city states scattered across the map, and getting early cities wasn't about settling them, but rather annexing existing territory. Early warfare should also have a much smaller penalty than late-game warfare. This is also a very drastic change from the current status quo, but I think it offers a justifiable way to shake up the existing system.

Trade is interesting in Civ V- you have to have technologies and trade ships available to create trade routes, but you can exchange luxuries, strategic resources and gold with other leaders freely. I think it would be more interesting if deals with leaders piggy backed on a modified trade route system.

In summation, my ideas for Civ 6 can be called "How history can teach us to make Civ harder"
 
Civ 6 Ideas


Maps-

Make the world a globe
Allow to zoom out very far and zoom in very far
When zoomed out about halfway units disappear
Tiles- Make Tiles ½ the size
Camera should rotate up and down and all the way around

Improvements-
Canals- can be built upon discovering construction. Ships can travel in/on them, at ½ speed though. (Locks) They can make cities coastal, however trade routes only deliver ½ the gold because of the speed
Tunnels- Can be built through mountains upon discovering masonry. Units can move through mountains. Upon discovering dynamite tunnels can be constructed twice as quickly. Tunnels automatically connect a road. Workers have to be in an adjacent tile to construct a tunnel (Because until then they can’t go through a mountain.)
Bridges- Can be built across coastal tiles. Roads can subsequently be built on top of bridges.
Aqueducts- Can be built from a mountain to a city up to 6 tiles away. Provides food. Obsolete upon entering the industrial era

Reworked City System-

Each Population is equivalent to 100 citizens
The Citizens can be broken up into different classes
These can evolve over the eras and upon discovering technologies- this system works similar to the specialist system, but is a lot deeper.
In the ancient era, the classes could be simple, and upon building a shrine a “religious class” is unlocked. You could assign 5 citizens to that, and it might take 30 citizens to work a tile (Tiles are smaller, so the need for more citizens to work them)
To construct a military unit, one citizen is required to be a “Commander”
Government Structure
At the beginning of the game a player has 100 citizens, so a certain amount of these (A maximum of 10) can be set to government
A player has the option to set up 1 type of government at the beginning- a monarchy,
Each would have its own bonuses, and a sort of government web
For instance, they would interconnect and change, for instance a monarchy could evolve into a governor, triumvirate, or stay as a monarchy, with more bonuses but risking unrest
Towards the modern era you could assign capitalists, socialists, etc.
It’s cool because you could have 20 places to assign your citizens, each with it’s own bonuses. For instance, you can choose to assign citizens to be merchants instead of judges, and you will get a 10% percent gold boost but have civil unrest
Civil Unrest
Depending on the choices of the player, the citizens can be in support, and they will communicate what they want
For instance if you don’t assign any citizens to being “religious,” your citizens would want another religion, and this would increase the other religions affect over your city by 15% and they would be unhappy until they had that one
Cities now require food, water, and sanitation (sanitation is unlocked in the renaissance era) and along with that come buildings and an option to assign citizens to that
For example aqueducts would help water and sanitation
Colonies
Instead of founding a new city, you can establish colonies
Colonies can be founded using a unit called a colonist and cost half the normal number of unhappiness
Colonies can only trade with the Capital
However, to get luxury or strategic resources from the colony you have to send a cargo ship to the colony and pay gold
Civil unrest is increased by 20% in Colonies, and by 2% for every 5 tiles farther from the Capital
Colonies can turn into a city of yours if they are happy with your rule, and they keep the ½ unhappiness.
Include tax sliders in colonies and all cities

Units-

New Unit Upgrade System
The old upgrade system for combat is great- this upgrade system focuses on exploration
Each tile that a unit uncovers leads to a separate set of upgrades- 20 tiles discovered: choice of +1 line of sight or +1 movement etc.
New Units-
Blimp
Icebreaker (Breaks ice) makes ice tiles disappear, are replaced by oceans
Scout upgrade path-
Scout
Explorer
Commando
Drone (can go over anything, 8 moves, etc.)


Because of the tile size difference, units should have double moves


Smarter AI- I don’t know how, but make the AI smarter so they don’t get huge advantages on Deity and still lose. It’s kind of sad.

http://forums.civfanatics.com/forumdisplay.php?f=119
 
How about make the game playable on Day One? How about not hype the game and not deliver?

Don't make the Vanilla game plain and lots of things left out only to be fleshed out in expansions. I learnt my lesson with Civ IV. I didn't buy Civ V until the collectors edition.

So if Firaxis/2K want me to buy on Day One deliver on Day One. Right now Firaxis/2K make lousy games on launch and only after 2 years make great games.

Now you're just talking crazy talk.
 
I always wonder how many hours needed to think about a thing that teams of professional coder and dev team take few years to complete...
and people keep asking for Civ6 in next few years...
and they can't just develop this as an open-source....
They have 120 persons, need rest and food like most of us....

Coding isn't easy, it's not just make(smartAI) and they will make it.
So give them time, a lot of time.
and they likely didn't make everything you wished as it's too different from Sid Meier's Civilization...

Good luck thinking :)
 
I would love the Animation part of the game back too. Plus the city screen. How you could see your Wonders. With graphic cards and high speed intel I7 chips out and all the ram computers have these days...Firaxis and 2K could make some amazing upgrades or adjustments however you phrase it.

Animation on such items like the Hubble and Space Ladder etc. Cool Stuff.

Brew God
 
I just had a brilliant idea for Civ 6 while rerolling Aztec starts.

Okay, so we all know how frustrating it is to play Civs like Netherlands, Aztecs, Iroquois/Celts, Morocco, Inca, Japan (BWN fishing boats), etc. and you get a map start where you cannot use your themed abilities.

Instead of relying on RNG and "start bias", how about in Civ 6 upon map creation, a set number of tiles are created right around the starting position. So for example if you start a game with Aztecs, it will create a few lake tiles so you get them every start (if you choose to settle near the starting area that is). For Netherlands place some marsh tiles. And so on.

Of course it depends what or how Civilization bonuses in Civ 6 will work, but the specifics aren't important, just the general idea. Looking back on Civ 5, I think that is a rather large flaw of the game. I have countless games of constant restarts, or playing games out for the first 20 turns, and getting starting areas where themed bonuses are just not applicable. It sucks. I say ditch the RNG gamble and just code it in so you don't need to rely on luck to use your Civ's bonuses.
 
I know BE came out recently, but I can't wait for VI! I hope it will be better than BE. No offence BE fans. What do you guys want to be improved/added in VI, or removed in VI? Or do any of you have a clue when it may come out?

Of course, this all relies on that fact that they ARE even going to make a VI!
 
This is a common theme on here, particularly in regards to how to improve the AI :).

What I really hope for is an AI that learns how to Science properly. I get that teaching an AI to use 1upt is hard. That I get. What I don't understand is an AI that needs obscene hammer and food bonuses rather than have code written to buy science buildings, to prioritize Rationalism, etc. That seams to be something all AI should prioritize, especially on high difficulties.
 
Moderator Action: Any idea on a Civ VI merged with Civ 6 Ideas in Ideas & Suggestions
 
Some kind of good/evil mechanic could be fun. Obviously a danger of it straying too close to fantasy then, but a range of unique units/abilities, corresponding social costs/benefits, maybe even some unique tech, would be fun to play with. Sorry i haven't thought it through at all :D. We're just brainstorming thought right...?
 
I just had a brilliant idea for Civ 6 while rerolling Aztec starts.

Okay, so we all know how frustrating it is to play Civs like Netherlands, Aztecs, Iroquois/Celts, Morocco, Inca, Japan (BWN fishing boats), etc. and you get a map start where you cannot use your themed abilities.

Instead of relying on RNG and "start bias", how about in Civ 6 upon map creation, a set number of tiles are created right around the starting position. So for example if you start a game with Aztecs, it will create a few lake tiles so you get them every start (if you choose to settle near the starting area that is). For Netherlands place some marsh tiles. And so on.

I thought if you set the thing in Advanced Settings to "Legendary Start" if will spawn you in a spot that's good for your civ? Like it will give Brazil jungles.
 
Legendary start just adds extra luxuries. Each Civ has a starting bias, which is supposed to give you a better chance to use your bonuses. For example Brazil has jungle start bias, so they have a high chance to start near jungle.

However, it is far from perfect. Netherlands has grassland bias because marsh tiles can spawn on grassland tiles. Except most of the time you are going to only get grassland, no marsh. Or Japan has start bias on coast, but you can still get plenty of starting locations with little to no actual sea resources.

In other words, they should just do away with bias and add in additional scripting to just brute force certain bonuses. You play as Netherlands, you get say 4 marsh tiles near your starting area. Or if you play as Japan, you get 4 sea resources.

Of course that is a Civ 5 example. It all depends what they will do with Civ 6... maybe Civ bonuses will be completely different than what we are used to.
 
First and obvious:

NO 1UPT, and NO SILLY RANGED UNITS BEING WAY TOO STRONG.

I would also remove the silliness brought about by civ-unique abilities. Allowing for player-selected perks throughout the game is okay, maybe even allowing perks at the start of the game (like Civ4's leader traits). The absolute ridiculousness of Poland, Venice, the Huns, and quite a few other civilizations in Civ 5 just proves what a terrible idea uniques are. It would be far better to add features to the base game, rather than have to balance 40+ different unique abilities (or not balance, in Civ 5's case).

Try to move away from individual units and towards groupings of units. This would reduce some of the micromanagement and book-keeping, unless players (or AI) choose to split their armies into manageable chunks. This should circumvent the issue of unit spam by largely disregarding it; a city might garrison 1000 infantry units, but the player can subdivide them into 10 groups of 100 or whatever suits their purposes. There would be incentives to use smaller detachments for stuff like scouting.

No more field healing of armies. This is something that was a bad idea as early as Civ2. If a unit is to be re-supplied, the cost needs to come from hammers and the logistics of sending new troops/material to the front.

Limitation of workers - Cities would build field improvements like other buildings, through production or investment. Field workers would still be used to build roads, fortifications, and of course new city sites - these would be considered military engineers, and fight in combat rather than be captured. (There might be some option where slave labor can be used, in which case the workers would surrender to whoever claims them.)

Allow cities to multi-task - work on multiple projects at once, and make a distinction between small-scale manufacturing (like weapons production or consumer goods production) and large-scale construction (like building a granary, factory, or wonders). This would reduce one of the incentives for REXing or needing to get 2-3 cities up asap.

Re-work how population is allocated for labor. No more "working tiles" - instead, better surrounding terrain would allow population units to produce more food, hammers, etc. No more free science just for having population for sure a la civ 5, that turns the game into a race to see who can cram the most people.
Bring back sliders, or something that involves a serious tradeoff, if you maintain commerce as it existed in Civ1-4.

No more luxury happiness. Happiness should be managed by buildings, investing commerce into it, military police, policy choices, and so on. Luxuries instead would be useful for generating more commerce, which is more along the lines of what control of luxuries meant for states.

Settlers no longer exist; rather, when a new city site is constructed by your field workers (preferably with a military escort), you have the option of re-settling population from one of your existing cities. Sending the settlers to this new area costs money and takes time. Forced re-settlement also incurs unhappiness from the relocated people, though you can relocate large swaths of population. Settlements without population are considered outposts; they don't produce anything, but they can re-supply so long as there is some military presence.

Increase in soft factors that prevent rapid expansion, rather than hard caps like happiness / unhealth. The greatest of these is that every spot in the world outside your starting location is already occupied by SOMEONE, unless the land is utterly uninhabitable. Thus, when you form a new settlement, you will have to deal with the locals, who are invariably not happy at some far-off lord telling them what to do.
It would be pretty nice to remove "barbarians" in their current incarnation, and replace them with tribes - similar to how Colonization handled natives, though far less likely to remain friendly. This also fills some of the role that citystates in civ5 fill. There is no rule that would prevent minor tribes from forming their own cities, or even multiple cities.
There would still be outright hostile units, in the form of pirates, brigands, rebels, anarchists in later era, and so on, that only respond to being beaten. This would fill the function of barbarians in the current game, forcing players to keep up some standing army.
Other factors preventing rapid expansion: As mentioned, relocated civilians are unhappy and thus less productive, and more likely to flip / rebel. Larger cities are more productive for high-end objectives like science and culture, and more likely to build the means to manufacture weapons, while new cities are mostly only good for farming. Larger cities no longer suffer a growth penalty, rather larger cities with adequate food grow even faster, but unhealthiness and lack of food present a problem for cities growing out of control - this unhealth and unrest leads to one of the dilemmas presented by the game, how to manage your own people, rather than presuming that there is only one way or end goal for civilization you have the option of expansionism, doping the peasants with bread and circuses, building vertical infrastructure, social policies which promote healthy coexistence but infringe on personal freedom, or just killing/enslaving your own people if you are that much of a butcher.

Unrest comes purely from decisions you or another player has made, or specific events. There is no more natural unhappiness that exists regardless of what you do, but it is very hard to avoid unrest in any empire, even if you go out of your way to prevent it. In order to counteract unrest, you will need happy members of your civilization that will fight to maintain your way of life, and a police presence to keep agitators in line. Unhappiness (or happiness) is tracked for each population unit. Unhappy people start off by producing less and being unable to work as scientists, artists, and the like, and at higher levels they won't do anything for you. At the highest levels, unruly people will sabotage your civilization any way they can, show open contempt for your laws, and start riots - really dangerous riots if they can overpower the police garrison.

Occupied cities really, really, REALLY hate you, and assimilating cities takes a long time before compliant people are produced. While you have the option to just kill the occupied, or force them into slavery, or kill them off through population migration, doing so also means sacrificing a potential resource, or worse turning the occupied civiliians into hostile partisans or bandits. Some social policy choices would improve the likelihood of assimilating new populations, and dominating technologically and culturally inferior cities is easier, but occupied subjects will never be eager to farm or work for you, let alone work towards science or culture, and so production will often be suspect.

Religion is, for the most part, kept out of the player's hands. Religious events may happen at set periods in history, which in turn open up new dilemmas or opportunities; but at no point should religion give special bonuses, as they do in Civ 5, nor should there be an extra incentive to get as many religions as possible as in Civ 4. Every civilization would have a pagan "state religion", which is enhanced by shrines and temples, but later in the game those shrines have to compete with religions which run counter to paganism, other state religions (if their parent civilization is hostile towards you), and much later on compete against social movements like Liberalism, Communism, and Scientific Dictatorship.

AI civs play to win - they will always be ruthless towards the human player. (Perhaps a "nice AI" option can be used so that the AI is more casual.) No more automatic ages of amity before a far-too-late declaration of war. Don't be surprised if an AI declares war soon after they meet you and can put together an army to grab some of your land, or makes demands for gold or technology if they know you can be pushed around. This ruthlessness extends to other AI too. By default, civilizations are in a state of implied hostility until a formal treaty is signed, and scouts will be attacked in enemy territory. Likewise, by default, AI and minor tribes don't care about your borders, nor you theirs, but a formal treaty can restrict movement. Civilizations without formal treaties will often raid and harass each other in order to stir up conflict, but large troop movements will be taken as an act of war (even if you did not intend to turn those armies against the AI).

Cultural victory merged with diplomatic victory, and no longer exists as an independent thing.

Diplomatic victory is decided by multiple factors:
- The winning civilization must have a sufficient share of the world population and landmass under their control.
- The winning civilization must be militarily strong enough to be considered a superpower on the world stage.
- Nuclear weapons must have been developed.
- Players/Minor Tribes do NOT vote for the winner directly.
- Rather, the decision is put up to a strict popular vote, or a judgement of popular attitude towards your civilization. Being culturally strong improves your standing with the general public worldwide, so long as you're not trying to kill them in open war. Sabotage and espionage can be used to rally support for your campaign to become world leader, largely by throwing huge wads of cash and making your opponents look like inept fools.
- AI players will inevitably try to prevent this from happening, and adopt a hostile stance towards anyone trying to set themselves up as world leader. The AI players can suppress a diplomatic win, but if they do so against overwhelming cultural pressure, they start facing incredible unrest and pressure to accept the inevitable.
- This mechanic is not only part of a diplomatic win, but also allows for the creation of large blocs, like NATO or the the Warsaw Pact historically. Thus, the weaker civilizations can easily wind up swallowed in a Cold War.
- Players who acquiesce to a Diplomatic Victory or DV attempt gain a small bonus at the end if their side wins. This includes the human player.
- Acquiescing to a DV without any pressure placed on you leads to your people being REALLY unhappy, basically as if you just let all of your cities become occupied for no good reason (which you basically did). While doped populations still won't love the world hegemon, they won't hate you for vassalizing under tougher circumstances. Just surrendering to another civ like that usually leads to your empire entering into total revolt, kicking you out and a prompt game over, as your civilization descends into utter barbarity...

Science Victory now consists of completing multiple projects. None of these involve a spaceship to Alpha Centauri. (Real life intervenes... :( ). You will need to develop spaceflight, an orbital space station, the means to realistically develop an off-Earth human colony, artificial intelligence and machinery, high levels of medical technology (both in science and in facilities), profitable nuclear fusion, and for the ultimate prestige project, a Giant Death Robot (because, hey, Civ5 has at least one good idea, right?) You can of course build GDRs without going for Science Victory, and they are far more impressive than their Civ5 counterparts, but they are also an extremely expensive to build - if you build them, you'd probably want to make sure they aren't getting nuked, and for just conquering the world, you might as well just nuke everything.

Climate Change is back - Triggered by pollution and nuclear war, and also occurs naturally. Even in the ancient and classical era, climate changes can take place, and really excessive pollution will have an affect even with pre-industrial technology.
Pollution is back as well. If you face pollution problems, you'll need to invest labor and resources to clean up the mess. This puts a limit on huge production centers, and because ordinary workers aren't tied up with improvements it should be less micromanagement. You can use your military engineering corps to scrub as well.

Fortifications (aside from city sites) don't interfere with other improvements. They are, however, something that must be maintained and garrisoned. They are best used to secure narrow passes that aren't occupied by a city tile, or built as part of elaborate siege / counter-siege works.

Strategic resources exist in larger quantities, closer in scale to the standard resources of food/hammers. A war machine will chew through LOTS of iron, coal, oil, rubber, tin, timber, food (yes, part of supplying a big army will involve taking food from your civvies, to those who fear stacks of doom). If you lose a unit that cost iron, rubber, or tin to build, no backsies - once the troop is destroyed, those resources are lost forever. For coal and oil, these resources are consumed by your factories, your population, and your units every turn they are active. Scarce oil resources can lead to a war machine and a civilization grinding to a halt. Fusion power, in addition to being part of Science Victory, gets around resource scarcity. Fission power can get around some consumable resource scarcity, in limited applications, but it also requires scarce uranium.

Simultaneous turn resolution option: When turned on, all civilizations and minor tribes enter their movements on the same turn, which enact. This can mean that struggles break out when two opposing civs move to the same hex. Ranged strike units (meaning air units and missiles basically) have the option to follow a target, in order to move to its new location.
This is intended mostly for MP matches, so people can play actual civ instead of the moronic and bad RTS most MP games devolve into.
 
More technologies could be added. Sanitation could be brought back also and since the future eras have more science, why not have way more technologies than before since thats what most people want.
Pollution could be discussed at the world congress convention where factory banning or some other kind of ban on pollution causing building ban in the world congress exists that when its passed, the pollution causing building is disabled and stops making pollution. Canals could be useful for trade routes and ships seeking passage and could be negotiated for pass by other civilizations that want to pass by the canal which is within the cultural borders of the civilization that has the canal. Canals should be limited to be built on small 1 or 3 tile land masses the most where the canal could connect two large land masses of water. Clearing ice could be useful also. Global warming, polar ice caps melting and a increase of ocean water could be another possibility that could be added to civilization 6 where more ocean water somehow makes the land masses change and overall reduce land. Not only that but pangea maps which divided a long time ago, could go through such divisions if there is a lot of industry that goes by unchecked by the world congress and its global warming proposals that get enacted and somehow reduce emissions of pollution and get the environment protected in a way.
 
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