Do we need Civilization VI?

Do we need Civilization VI?

  • No we don't need it!

    Votes: 30 22.7%
  • We need it definately!

    Votes: 54 40.9%
  • I don't know.

    Votes: 10 7.6%
  • Why are you even asking this?

    Votes: 38 28.8%

  • Total voters
    132
I'm not sure how, but I'd like them to make an attempt to create an actual globe worldmap, instead of the current cylinder.

Appart from that I don't need fancier graphics or something per se. Civ5 has it's flaws, but most of them could be changed via patches and expansions.
 
Didn't they say at one point that they would have liked to allow some form of terraforming but the current engine couldn't handle that? That I would like to see.
Plus much more flexible and meaningful diplomacy.
Plus deviously clever AI.
 
Didn't they say at one point that they would have liked to allow some form of terraforming but the current engine couldn't handle that? That I would like to see.
Plus much more flexible and meaningful diplomacy.
Plus deviously clever AI.

They wanted Dutch to raise lands or something lol.....
 
Civ 5 BNW sets the standard for civ games and I don't think civ 6 would ever be released in a long while. Furthermore, this community would have very very high expectations for civ 6, with some of those expectations already mentioned here, such as decent AI. If civ 6 is considered worse than civ 5 because it fails to meet those expectations, well I wouldn't be surprised if Firaxis coughs up a loss on that project.

However, this is what I might expect in civ 6:

1. Map design: octogons

2. Lots more luxury resources

3. Strategic resources become even more important and would also be crucial for civil purposes, like coal which is needed for factories. Also, some units may cost multiple strategic resources, so advanced aircraft would cost 1 aluminium and 1 oil.

4. Trade:
a) Trade route limit becomes dependent on tech and size of empire to buff wider empires.
b) Can set tariffs, gain more gold from trade routes from particular resources but you might suffer a diplomatic penalty.
c)Civs can offer free trade agreements to overrule tariffs. DoF's are needed though. Denounciations end free trade agreements, as does war.
d) Diplomatic resolution: World Trade Organization - tariffs become illegal.

5. Science victory is much harder again: engineer and scientist specialists would be needed to operate the spaceship. Once spaceship is built, then it is a matter of ensuring it actually enters space and the spaceship does not break apart. Think about it, if we look at the Cold War, logically speaking, Russia won the space victory because they built a spaceship first and sent it to the moon (but it broke apart) whilst America built it straight after them but it succeeded. Also, science victory would require lots of aluminium and uranium as fuel.

6. Culture victory is the same but:
a) add great playwrights and filmmakers
b) Libraries store literature, amphieatres store drama
c) Add cinema to increase happiness and store film
d) Hollywood world wonder
e) Globe Theatre stores drama
f) Great Library gives free great writer
g) Diplomatic relations also determine influence of tourism (and also the amount gained from trade routes). Strong relations offer higher tourism bonuses whilst bad relations offer tourism penalties.

7. Military rules:
a) 1UPT is improved to 2UPT, in that you can stack a melee unit and a ranged unit on the same tile, but you can't stack units of the same type, as in 2 melee units. Also, this only applies from ancient to renaissance eras.
b) archer units and city bombard only have 1 range but are more powerful. City bombard range increases to 2 once you enter modern era.

8. Domination victory remains the same.

9. Diplomatic victory would remain largely the same, but City State diplomacy becomes more diverse:
a) Add manufacturing city states (offer production to allies)
b) Personalities vary over time rather than between CS'.
c) CS' have their own ideological preference.
d) Ally and Friend thresholds also vary depending on CS personality.

10. Espionage becomes even more diverse.

11. Much better AI.

That's about it for now, but I'm sure a lot more than this is needed to civ 6 worthwhile.
 
I think the biggest thing for me is a Casus Belli system with greater interaction in Diplomacy. Make war seem less random and friendships more rewarding.

But I don't necessary think this needs to turn into a Civ6 ideas thread.
 
I would like a change to certain strategic resources. Some later units should require multiple resources, such as battleships requiring Iron and Oil, or Ironclads requiring Iron and Coal. Also, perhaps some much more powerful units could use multiple of the same strategic resource, such as the Frigate using 2 iron instead of 1. I'd also be interested in seeing some strategic resources supplying some happiness after a certain point. For instances, once horses become obsolete they might provide some happiness. Also, inevitably, Oil should provide happiness later on.

There is another thing, that may even be possible in Civ 5: taxation on trade ships and caravans that pass through your territory (But don't trade with your civilization). This could work in one of two ways: make it so that in order for trade ships to go through your territory, you must have open borders (Not optimal, due to it basically killing off trade routes), or +x amount of gold per turn every turn that, and for every trade ship/caravan, a trade route is passing through your borders (With extra gold if it passes directly through your city (Think like a Suez or Panama Canal type city). If it is a zero-sum game (i.e, that gold comes out of the trade route owner's pockets), then there could be a diplomatic option (Free-Trade) which eliminates it for 30 turns (Now there's something you'd negotiate to keep in place!). If it's a positive sum game (Such as domestic trade routes) then there could be a new social policy which increases the amount that you get.
 
i think the biggest focus of a Civ VI should be a dynamic planet, where growth can be more rapid but then be smashed by ecological collapse. where you start 10 000 bc and your first task is to gather a population density high enough to form a city and a government.

there you have to strategically nurse your people with the kind of decisions a Babylonian king could make rather than just order a worker to turn a sand dune to a mine. instead farms should grow organically if you allow them and don't tax them to hard. if you rant then to grow stuff for you to trade, demand it as tax.

let wheat and other crops be domistivated gradually and then spread. instead if the same bonus tile that gives you singeing for 5000 years. leery local animals have a change of being tamed with a high chance for a dog or a cow and much less for a rhino (but let's keep the dream of rhino cavalry alive!)

something more along the lines of a simulator where you have to rule indirect at times but have tactic control of certain key things, and let the diplomacy be the more strategy game aspect (along with warfare)

so new game with new focus after perfecting Civ V with a third expansion
 
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