Civilization 6: Ideas

Constitutional monarchy, like Great Britain

True. I guess I just like previous civ games where it was spelled out for the player. You could see a button that says "monarchy" or "republic" and see what your bonuses were. You knew exactly what your government was and what gameplay benefits you were getting from it. The social policy system is cool but it muddles the water a bit when it comes to governments.
 
I do like the social policy system in civ5 and I think it should stay in some form in civ6. But, I feel like social policies in civ5 mix social and governments together so it is not clear enough what government you are. For example, if go tradition first, then liberty, are you a combo monarcy and democracy? How does that work?

I would propose changing the social policy system so that each header is a government type. Each policy under the government type would add perks to your government. This way, you could still have social policies but they would fit under different government types. Unlike the civ5 system, you could only have one tree active at once. You could switch but at penalty.


Totally agree. Government type your civilization is currently prescribing to should be a vital decision for each player (both Human and AI). This was the case in civilizations 1, 2 and 3. You had to research a tech in order for the government type to become available to switch to. I've got to say I enjoyed the governmental setup of CIV II the best. There was a clear economic and scientific (production bonuses) advantage in switching your government to Monarchy from the default Despotism as soon as Monarchy became available. Same with Republic later and especially Democracy down the road.
Democracy offered huge bonuses in food production, economic(gold production) and scientific(speed of tech research) advantages, it's only downside was having to gain a senate mandate each time you wanted to go to war, which was unlikely to happen, unless that tribe was an old enemy, with which you already fought in the past, in such a case the Senate was likely to agree to a "Peacekeeping Mission" against that tribe, meaning war was declared.
In case the Senate didn't let you go to war in late eras you could always switch to a government type called Fundamentalism, which allowed war at any time but presented big time economic gains (no military unit maintenance), making it much better choice than the previous Monarchy or Despotism (although it did slow you down in science and food prod.).

So to further expand on this very important Idea/Suggestion, I fully agree:

Governmental types should be a separate aspect of the game, just like they used to be in 3 previous civ iterations, and frankly worked real well.
Make them researchable, each needing preceding government type and a one (or several) social policies already gained in order to become available for research. After successful research you could choose to change your government into the new type. This research could go on beside (during) other scientific research by allocating a desired amount of scientists in cities towards this task.
Keep the Social Policy system similar to the one from CIV V and CIV IV, assign each social policy to enhance one, or several government types once gained.
Each government type should have it's clear cut bonuses and a drawback, just to ensure
intriguing governmental choices awaiting all players.
 
I do like the social policy system in civ5 and I think it should stay in some form in civ6. But, I feel like social policies in civ5 mix social and governments together so it is not clear enough what government you are. For example, if go tradition first, then liberty, are you a combo monarcy and democracy? How does that work?

I would propose changing the social policy system so that each header is a government type. Each policy under the government type would add perks to your government. This way, you could still have social policies but they would fit under different government types. Unlike the civ5 system, you could only have one tree active at once. You could switch but at penalty.

That is a neat idea. Perhaps it could be mixed with the following one of mine:

Have social policies unlock civics (among other things). Rationalism's policy for Secularism ought to only give you something if you actually adopt a civic which would be appropriately exclusive of religious civics.

I also think that social policies need more structure. They're all treated the same by an expanding cost formula, and you are compelled to purchase them , so there's this tension between cultural development vs. not being philosophically advanced enough to have the later era branches. That's fine in one sense, but also irritating in not only making all these branches look bad for "not being later ones", but in getting mad at your own social cohesion. It's one thing to design an artifact of your empire as a kind of side effect with cancerous consequences; but culture is supposed to be an achievement, full stop. But it isn't, which is where I think additional structure comes in.

BNW has ideologies that add this other thing that's like social policies.... a lot like social policies, really. I mean, what if there were things that could be purchased with culture points but didn't count as a social policy to up the counter? Or more connections between social policies, maybe synergy bonuses? Explicit ones, not the derp from Beyond Earth.
Some people already talk about how CiV's branches have categories not explicitly called out by the game. Tradition/Liberty/those other two pathetic ones decide who you are as a civ, how you're going to grow. Patronage/Commerce/Aesthetics say where you will get your power from. (Rationalism decides whether you like winning games or not :( ) And the ideologies, before or after BNW, decide how you were going to take on the world ( : start small, stay small; start small, get big; start big, stay big). (Exploration is a smelly policy branch with a no-good father that no one likes.)

That's cool , but, even if not for Rationalism being imba, these categories being 'overpowering' to the explicit semantics of social policies diminishes that system, in gameplay and aesthetics. Another issue to set aside before explaining what I mean by that, is that the policy branches are too.. narrow. You don't pick Liberty to get perks for your empire vs. Tradition for an alternative. The choice of Tradition or Liberty IS the choice of tall or wide*. If you wanted to play one of those ways, there is one correct option on the policy front. There is one way to play your civ given your policy opener.
Now, compare the impact of policy power levels vs. the dynamic features you discover in the game. Is it Liberty that makes you go wide, or is it what you see in the game that makes you play wide ? Well, we have to put -another- issue aside (god, it's amazing I have any affection for this game at all) , and that is Tradition being OP. Every playstyle wants Tradition, and everything that conflicts with Tradition is excised because it is inferior. But let's assume Tradition wasn't like that and Liberty did the job it pretended to do, even if one of them was stronger in the abstract. There is still the further balance criterion of whether, as said, it is the policy that makes you play a certain way, or what you see that makes you play a certain way.

If a static component of the game decides optimal strategy, then the game is simpler than otherwise. Because it can't take a lot of skill to make use of that component in all cases. It might have taken quite arduous research to discover this fact, but this is 'skill' of a different sort, skill in the field of research and science. Once that fact is in the metagame, you can tell your 5-yr old son to use it and he can.

It can take skill to know that Tradition/Liberty is right here, for this game, only if it sometimes is right to do otherwise. And that determination can have levels of complexity, which determines relatively the skill-testing nature of that part of the game. But certainly all of those games are more skill-testing than the one in which you can exploit Tradition, or you can exploit Liberty, and that only depends on the soundness of other static strategies concatenated with this choice, if it depends on anything at all. If the dynamic does not matter, the game instantly has static complexity, static difficulty.

Now what the Hell was I saying. Ah yes.

You don't pick Tradition to shape your empire and another branch to shape it another way. You pick one branch because it matches the now and then another branch later. Even balancing Tradition, even balancing Rationalism: More often, you figure you want to play 'tall', and then pick Tradition, or you want to play 'wide', and then pick Tradition Liberty. This is one step less complex than "I want to play tall, now what manner of tall, what trajectory toward tall, is served by Tradition vs. Liberty?" or even "I want to play tall, now, on the basis of these million other things that describe how I think I will approach this game diplomatically, militarily, etc., should I take these bonuses in Tradition or these ones in Liberty?"

When you're asking yourself wide vs. tall you are only asking Tradition vs. Liberty, even separately from how overpowering those are in static terms to the viability of either grand strategy. This is because they are narrow - they are so specific, they're just a match-the-dots minigame, a color by numbers.

If you expand the concept behind these early branches to represent more thematically grouped social ideas over ones specifically tuned to singular strategy components, then you'd get this extra depth of gameplay (separate from balancing them to each other, and balancing them to dynamic factors). And you can just as well get branches that represent something (that should be obvious).




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I would point out that, in fact, what you propose is within the power of Civ V, with standard database modding. To actually be decent gameplay it would need LUA extensions to augment the interface (e.g. display more policies on the screen, have submenus) to support some additional complexity and components, but CiV can handle it, is my point.

I mean, you can still tell the game that policy branches are exclusive. Just do that with -every- branch. Then you'd need to make individual branches really good, though, so they'd have to be much longer than 5 policies.
edit:
Actually the ideology system is (yes, surprise) extensible, or at least appears to be from what they show in the SDK. So you could make all your "policies" into ideologies.... but you'd have to make ideologies unlock in the Ancient Era, and so the existing policies and ideologies would have to be normal policies that have era unlocks (and a static prereq web). Although, the game does have disjunctive prerequisites - prereqs by OR instead of AND - however I don't think the game can display a policy or tech set up with disjunctive prereqs. But if you got that to work,.... yeah it can be done with some "invisible free stuff" magic.
 
I would really love to see more economics in Civ 6 that tie into their ideologies and beliefs. This would add a whole layer of complexity but it would make trade a lot more interesting and fun instead of selecting "highest gold" and blindly clicking a civ/CS.

Currency - upon researching currency, you can name it. The first Civ to gain currency becomes the standard from which all other Civ's value their own. Exchange rates are established and economies grow and prosper or fail depending on their choices including floating, pegged, or flat exchange rates. Trade would become crucial or non-important to your iron curtain. Demand for your currency would rise and fall depending on other's actions as well as your own like wars and espionage. Economic espionage like counterfeiting and stockpiling foreign bills could even be introduced to destroy or increase a currency's value. World wide depressions could erupt and the walled of nations would continue just like normal while the rest of the world faltered. Currencies would disappear as nations adopted other nations in favor of its stability.

This would lead to obvious benefits for either open market economies or closed market economies. You would choose and choose your partners widely. Investing in other civ's infrastructures for the purpose of trade like say a rail line that connects two civs will greatly improve trade. The introduction of cargo planes would be interesting. Civilizations could have a "No-fly zone" against certain Civs and ban their planes from flying over their land to reach other civs/CS. Coastal cities are more easily blockaded to demand things and can be done so while not at war although it would likely provoke it after a few turns. Also, the AI shouldn't be so OP at pillaging trade routes. Instead, pillaging civilian trade routes should be very very frowned upon by other civilizations.

Better diplomacy when it comes to wars. Being able to declare victory without actually killing off the entire civilization but instead force them to kneel and accept your demands (including asking for tiles and not just cities). A victory would increase happiness for a bit as well as nationalism for awhile but die down. Losing however, especially to a civ that shares a different ideology, economy, and religion would breed a steady supply of resent and nationalism against the oppressive civ and could culminate into another war if not handled properly by both parties.

Terrorism/espionage. Religions in growing cities with high unhappiness can radicalize and tarnish your faith's image on the world stage that can be eradicated domestically or even funded and exported to places you want to instigate civil instability and terrorism.

The ideologies introduced in Civ 5 are a great step forward but they are half baked extensions of the lame policy tree. They should be the basis for new alliances aside from the World Congress. More Warsaw Pact/NATO/League of Nations/EU/ kind of committees can arrise. Civs can be kicked out or leave voluntarily with repercussions. This would lead to more interesting conflicts involving many alliances and countries being dragged into battles by others. Defensive pacts would actually work by pressuring civs to actually keep their promises instead of do nothing at all.

All in all the game could be a lot less cut and dry if more interesting features could be introduced that could lead to some seriously interesting outcomes like merging civs, proxy wars of ideologies, economic collapse and terrorism.
 
I would really love to see more economics in Civ 6 that tie into their ideologies and beliefs. This would add a whole layer of complexity but it would make trade a lot more interesting and fun instead of selecting "highest gold" and blindly clicking a civ/CS.

Currency - upon researching currency, you can name it. The first Civ to gain currency becomes the standard from which all other Civ's value their own. Exchange rates are established and economies grow and prosper or fail depending on their choices including floating, pegged, or flat exchange rates. Trade would become crucial or non-important to your iron curtain. Demand for your currency would rise and fall depending on other's actions as well as your own like wars and espionage. Economic espionage like counterfeiting and stockpiling foreign bills could even be introduced to destroy or increase a currency's value. World wide depressions could erupt and the walled of nations would continue just like normal while the rest of the world faltered. Currencies would disappear as nations adopted other nations in favor of its stability.

This would lead to obvious benefits for either open market economies or closed market economies. You would choose and choose your partners widely. Investing in other civ's infrastructures for the purpose of trade like say a rail line that connects two civs will greatly improve trade. The introduction of cargo planes would be interesting. Civilizations could have a "No-fly zone" against certain Civs and ban their planes from flying over their land to reach other civs/CS. Coastal cities are more easily blockaded to demand things and can be done so while not at war although it would likely provoke it after a few turns. Also, the AI shouldn't be so OP at pillaging trade routes. Instead, pillaging civilian trade routes should be very very frowned upon by other civilizations.

Better diplomacy when it comes to wars. Being able to declare victory without actually killing off the entire civilization but instead force them to kneel and accept your demands (including asking for tiles and not just cities). A victory would increase happiness for a bit as well as nationalism for awhile but die down. Losing however, especially to a civ that shares a different ideology, economy, and religion would breed a steady supply of resent and nationalism against the oppressive civ and could culminate into another war if not handled properly by both parties.

Terrorism/espionage. Religions in growing cities with high unhappiness can radicalize and tarnish your faith's image on the world stage that can be eradicated domestically or even funded and exported to places you want to instigate civil instability and terrorism.

The ideologies introduced in Civ 5 are a great step forward but they are half baked extensions of the lame policy tree. They should be the basis for new alliances aside from the World Congress. More Warsaw Pact/NATO/League of Nations/EU/ kind of committees can arrise. Civs can be kicked out or leave voluntarily with repercussions. This would lead to more interesting conflicts involving many alliances and countries being dragged into battles by others. Defensive pacts would actually work by pressuring civs to actually keep their promises instead of do nothing at all.

All in all the game could be a lot less cut and dry if more interesting features could be introduced that could lead to some seriously interesting outcomes like merging civs, proxy wars of ideologies, economic collapse and terrorism.

Excellent post!
Hope someone important reads it, I wouldn't bet on it though.
The concept of realistic, bonding alliances, or Coalitions was discussed on this forum before and like you I would really like to see it implemented in Civ6.
Your Currency paragraph is very well presented. I've been mentioning the need of actual currencies in the game, I mean you can already buy almost anything you need to win the game, provided you got the gold, which by the way to me is totally wrong and takes away many important strategic aspects of the game.
 
All I want is for a civ game to have ethnical units already in it. I really hate looking at generic units.
 
Take CIV2 as the basis, extend it with more civs and all the best concepts in diplomacy from the series, add religions, and keep the interface simple/powerful.

This is what I would wish from a future CIV game...
That and a decent scenario building workshop packaged with the game.

:)
 
I would like to see nomadic Civs. Or it being a stage for your Civ.

All Civs start out as nomads, but some will try to build cities asap beecause it better suits them (Rome, Egypt, etc.). But others have abilities that favours being a nomadic Civ, like the Mongols or Huns. Maybe they can gain science beakers by having troops in (or at the borders) an Agricultural Civ.

You would have to make certain terrain types impassable without certain techs. Or at the very least not easy to pass. To represent the vast plains of Central Asia, for example. I liked the sea/ocean tiles in Civ 3 (and/or 4? Don't remember) where you weren't able to cross certain waterways in 3 stages. Would be really cool to have that on land as well.

A nomadic style would really make a big difference to previous Civ games. And not just adding more of the same.


On top of that, I really love the archeologist game concept. It really brings something fresh later in the game. And as mentioned by others, the same would go for corporations. So I hope they will include these concepts in a future Civ.
 
Most of the ideologies that are presented in bnw sort of act like the cold war and the 2 world wars that have happened in the past of humanity. I liked civilization because it had important historical aspects in civilizations that was interesting to find out about. The help section and civilopedia were great sources of information that had a sense of familiarity about humanity. Ideologies and revolutions are some of the most interesting things that civilization had. The world wars and ideological wars that happened in the cold war were reenacted in civilization 5. The war in Vietnam, the capture of Saddam Hussein, and gaddafi were also some things that were left out in the help section in America which sort of seemed like a pre bin Laden practice the government was having.
 
I haven't read the whole thread, so some of these may have been said already (some definitely have):.


Relatively simple changes:

Spherical map. (Will have significant strategic effects once nuclear submarines and missiles come into play).

Government/Civics should be Civ4-style, not Civ5-style. Possibly with a bit of SMAC-style stacking of similar effects from different civics categories. (Civ5 civics don't accurately represent real-life revolutions and changes of society as experience by Rome (Kingdom > Republic > Pseudorepublican monarchy) or England (Feudal monarchy > absolute monarchy > theocratic republic > constitutional monarchy).

The resources from the city square should depend on the terrain type (as in Civ2). At the scale of the typical Civ map, the city square is potentially large enough to include farms or mines).

Also as in Civ2, you should be able to build cities in mountains. The extra defence (at the expense of not getting any food from the city square, and possibly other penalties too) makes for interestign strategic decisions.

If you are trading with a civ that has a tech you do not, you should automatically get a small number of beakers towards that tech. (Possibly also if you kill one of their units).

If a city is starving (or has very low happiness), some population may migrate to a better city. If people migrate to a different civilization, they may bring some of their culture, religion, tech, etc.

Changing leaders. A civ shouldn't necessarily stick with the same leader throughout its entire history. If a civ has more than one leader available, they should change over as in RFC. Real civilisations could behave very differently at different points in history, depending on their ruling elite and their values. (E.g. Scandinavia or Mongolia in the Middle Ages, compared to the present day).

More fundamental changes:

Change the population growth mechanic. City population is based on an actual population number, with the assignable "population points" derived from this, rather than the reverse as present. Each city has a % growth rate, derived from food, health, happiness, available space, civics, technology etc. (Having lots of excess food won't necessarily give you rapid growth, especially in a modern, western-style civilization).

Units cost population. A battleships and aircraft carrier have crews of 1000s. Building one will deplete your population by that much. Disbanding one will add to your pop. A major war with heavy losses may mean a significant loss of population.

Multiple build slots per city (possibly depending on infrastructure, tech, etc). Have an efficiency bonus (or penalty) depending on how many slots you are using - putting all your hammers into one slot will get that job done faster, but doing several jobs simultaneously should be more efficient in the long run.

Social and technological development shoudn't be continuous progress. (Europe turning feudal in the Dark Ages wasn't because of Rome "developing" feudalism to enable them to build new units and buildings). There should be more rebellions, new civs spawning, etc (perhaps using a milder version of RFC's collapse mechanic). Maybe even have technolgies get forgotten, if they are not used enough and your research or economy is too weak.

To balance this, rebuilding a city after it has been pilaged or razed should be quicker and easier.

"Provocations". In Civ and SMAC, certain hostile acts by another civ gave you the option to declare war without any diplomatic penalty. The problem with this was if you declared war in their turn, they then had the rest of ther turn to attack, and if you didn't declare, you lost the chance to do so with no repercussions. I suggest having a "provocation" meter - every time a civ does something hostile to you, the meter goes up. The higher it goes, the more you can do to them without other civs treating you as a warmonger. If you don't respond to provocations, aggressive civs will despise you, and your own population may become unhappy. (Different civs, leaders, and civics may rate provocations differently).

Climate change. Not just global warming due to pollution (or nuclear winter), but things like the Medieval Warm Epoch. Several real-world civilzations rose or fell due to climate change making regions more or less fertile.


Edited to add:
* The move cost of roads should depend on the underlying terrain. A road through a mountain will be slower than a road through plains.

* Navigable rivers.

* Border/influence expansion should be affected by how easy it is to get from the city to the tile. (Simplest solution: if using Cvi5-style "use culture or gold to buy tiles", the cost should depend on the move cost of the tile). This way, civilisations will naturally epand along rivers and other corridors (like Ancient Egypt), and mountains will form natural borders.

* Multiple levels of "open borders", depending on diplomacy and/or UN agreements. E.g. Full access, civilians only, Freedom of the Seas (ships can enter other civs territory, even if land units are prohibited).
 
Some very good points. I do not like the pop to units thing though. For every member of a ships crew there is a whole family waiting at home. You could have more effects on happiness if you lose many units though.

I especially like the things you say about climate and different plat styles. As I said a couple of posts back about nomadic style Civs. It would be so cool if Civs go through several stages. Maybe you don't have a full out decline of your empire, but if you don't adjust to changes, then decline may follow. Adapting to the development of gunpowder, the discovery of a New World, huge popualtion booms, increased demands from your pop, etc.

And on top of that I would really like to see missions. "A huge continents has been discovered. Settle a city there. Succeed - gain pioneer bonus on your explorers. Fail - Your trade routes suffer a -25% income penalty for 20 turns" Something like that.
 
I like the Design Principles (below the screen shots) of C-Evo.
They are probably easier to formulate then to follow but well worth the effort, I believe. No more AI cheats or boring micro management but instead interesting strategic decisions.
 
Relatively simple changes:

Spherical map. (Will have significant strategic effects once nuclear submarines and missiles come into play).

This is profoundly difficult. The theoretical basis for tiling the sphere isn't even known, not if we need to restrict all tiles to being topologically the same (which we do, because algorithms). And it only gets harder if you tile an ellipsoid.

If you are trading with a civ that has a tech you do not, you should automatically get a small number of beakers towards that tech. (Possibly also if you kill one of their units).
Do you mean less beakers than you get now with tech diffusion?

If a city is starving (or has very low happiness), some population may migrate to a better city. If people migrate to a different civilization, they may bring some of their culture, religion, tech, etc.
But should that migration change the logarithmic category of population size? Only an upheaval would be large enough to make a difference. Then, how do they actually relocate without things like roads?
There's room for a system where cities affect each other (corporations and religions and cultural borders have all been there), but I'm not seeing your specific intention.

Changing leaders. A civ shouldn't necessarily stick with the same leader throughout its entire history. If a civ has more than one leader available, they should change over as in RFC. Real civilisations could behave very differently at different points in history, depending on their ruling elite and their values. (E.g. Scandinavia or Mongolia in the Middle Ages, compared to the present day).
Don't civic changes do this?

More fundamental changes:

Change the population growth mechanic. City population is based on an actual population number, with the assignable "population points" derived from this, rather than the reverse as present. Each city has a % growth rate, derived from food, health, happiness, available space, civics, technology etc. (Having lots of excess food won't necessarily give you rapid growth, especially in a modern, western-style civilization).
I'm sort of reminded of Pandora, where output has to do with population and opportunities are created by tiles, rather than the transverse. Are you proposing that population (number) grow as a percentage (i.e. exponentially), but that percentage is calculated as a function of the food input/other things?

If some of that math ends up cancelling out, a simpler formula to begin with is better. I believe many people like Civ's abstractions. They just like adding systems for new factors of empire management, not new details.

Units cost population. A battleships and aircraft carrier have crews of 1000s. Building one will deplete your population by that much. Disbanding one will add to your pop. A major war with heavy losses may mean a significant loss of population.
Eh , there is an army fielding limit imposed by population as it is. Tracking these numbers seems a little wonked. I would counterpropose a shock system that responds to massive losses of units in short periods of time, but is forgetful, like those shooter games that don't have health , they just kill you if you're traumatized too much too quickly - Mirror's Edge does this too.

Multiple build slots per city (possibly depending on infrastructure, tech, etc). Have an efficiency bonus (or penalty) depending on how many slots you are using - putting all your hammers into one slot will get that job done faster, but doing several jobs simultaneously should be more efficient in the long run.
I really don't see what you even mean.

Social and technological development shoudn't be continuous progress. (Europe turning feudal in the Dark Ages wasn't because of Rome "developing" feudalism to enable them to build new units and buildings). There should be more rebellions, new civs spawning, etc (perhaps using a milder version of RFC's collapse mechanic). Maybe even have technolgies get forgotten, if they are not used enough and your research or economy is too weak.

To balance this, rebuilding a city after it has been pilaged or razed should be quicker and easier.
I'd really hate if this were random. I'm with you on social development - I think cultural pressure and the arts should be rising from the mid-classical period, and cultural pressure should be quite pervasive (at extreme iniquities). But your empire just falling apart? Annoying. List a concrete system that has concrete inputs you can devote resources to, and it will fit right in to a game about empire management. "Things degrading" is a step toward spreadsheet simulator 2020.

I think technologies should involve beaker input and then some industrial input to actually build the first prototype, produce the first facilities, or implement the (e.g.) actual railway - to allow for the prerequisite to be triggered. And maybe with SMAC-style mineral upkeep and a return to a weblike* tech graph these could be tied up nicely.

(* Beyond Earth's tech graph is tree-like. Civ IV's tech graph is weblike. Civ V's tech graph is ladder-like.)

"Provocations". In Civ and SMAC, certain hostile acts by another civ gave you the option to declare war without any diplomatic penalty. The problem with this was if you declared war in their turn, they then had the rest of ther turn to attack, and if you didn't declare, you lost the chance to do so with no repercussions. I suggest having a "provocation" meter - every time a civ does something hostile to you, the meter goes up. The higher it goes, the more you can do to them without other civs treating you as a warmonger. If you don't respond to provocations, aggressive civs will despise you, and your own population may become unhappy. (Different civs, leaders, and civics may rate provocations differently).
There is no need to even discuss the way A.I.s react to things when talking about game system. That's A.I. behaviour, which is personality + ruthlessness.
A difference would be the way -your- empire reacts to your warlikeness, and treats certain instigations differently. Shaping these dispositions with culture + millennia would be awesome.

Climate change. Not just global warming due to pollution (or nuclear winter), but things like the Medieval Warm Epoch. Several real-world civilzations rose or fell due to climate change making regions more or less fertile.
Caveman 2 Cosmos' "properties" systems are jaw-dropping on this score. But that's just Human-produced climate change. I'd dislike a game that had its own climatological course. At the very least, that course should be available information wherever you're allowed to see the "Earth Age / globe type" settings. If it's unknown it is functionally Random Events.

Edited to add:
* The move cost of roads should depend on the underlying terrain. A road through a mountain will be slower than a road through plains.

* Navigable rivers.
Sure.

* Border/influence expansion should be affected by how easy it is to get from the city to the tile.
It does! Have a look at the algorithm.

* Multiple levels of "open borders", depending on diplomacy and/or UN agreements. E.g. Full access, civilians only, Freedom of the Seas (ships can enter other civs territory, even if land units are prohibited).
Nice.

*
I've wanted to change the way science works, but haven't come up with it yet. What I have seen is an idea for a bit more complexity to production . Production is an abstraction of the productiveness of a city, but that productiveness should depend on both industry and finances. See, there's this game Advance Wars, and in Advance Wars you spend moneys to build units at bases. If you have a lot of income you can make good units faster, but you can only make as many units per turn as you have bases. It occurs to me that both AW and Civ lack something the other has: AW's gameplay cannot scale up productivity fast enough because its maps are only so big, and coating them in bases would be ridiculous. But Civ presents the idea of growing productivity and yet lumps that indistinguished from the ability to fund and supply that production.

Yet Pandora's "minerals and workers" doesn't look right. It's just making hammers twice the manpower of each other resource.

I'm not sure how, but normal conditions should exist in which Civ cities also obtain financial and material power to keep up with the growing industry, making up a production number, but sometimes these may be misaligned. Now, so as not to be pointless complexity, there must be an asymmetry with the way these systems are open outside their own relationship. It would probably be the way that industry is a more independent variable, but finance is less directly influenced, and is involved in many feedback systems. This finance system could have much to do with the debut of city wealth to go alongside empire wealth.


Also, I was thinking about units per tile, and I think 10 per tile is a nice number. And if you combine it with a dual health system (damage and supply), it can gain back some of the math from Civ IV while keeping the tempo controls of Civ V. Units should cost small amounts compared to other development. But the rough equivalent of building "A Rifleman" or "a Knight" now ought to scale to an order of magnitude of those smaller units. Imagine if you could build A Knight battalion (I think battalion is the right scale), with power like it has in V. Or you can build a mounted Company (of course strategics would have to be finegrained enough for this). Ten or so companies in one tile is almost indistinguishable from a Battalion, if you move them together. For instance, if a Knight gets wounded, it would be damaged (which can be recouped) and it would physically suffer losses (which can't). The point is, one of these goes to 0 and you die, and the other is impacted, cannot get really close to 0, but you're militarily inert if you're low on it. A damaged battalion is equivalent to some lesser number of companies, which is the permanent damage, and, if you want, you can actually split the companies (and there would be a fancy algorithm that gives each one a little more or less HPs than the battalion they came out of) , and more importantly, assign companies back to reinforce a damaged battalion.
Damaged units that represent formations and not single units, if they play with X upt where X is a number, must be able to recombine like this. It's just quaint not to allow this. I'm just proposing the minimally complex system to allow for this. As a bonus, you get to have small investments in military units for when warfare is unequal and to get the good speed war machine from Civ IV, but when hammers go up against hammers, you can have defense and time , like in Civ V.
 
NOTE: This is a framework for the game makers to build civ6 off of, not a complete construction guide. Anything not included in this guide is left INTENTIONALLY up to the game-makers.



Let's start with the PLAYABLE civs:

1. America
2. Canada
3. The Haida
4. The Sioux
5. The Aztecs
6. The Incas
7. Brazil
8. The Iroquois
9. France
10. Spain
11. England
11. The Vikings
11. The Celts
12. Germany
13. Russia
14. Rome
15. Greece
16. Arabia
17. The Ottomans
18. Persia
19. Egypt
20. Mali
21. The Zulus
22. Japan
23. China
24. India
25. Polynesia
26. Byzantium

Now the Minor (Non-playable) Civs:
1. The Navajo
2. Argentina
3. Austria
5. Yugoslavia
6. Italy
7. Poland
9. The Caribbean
10. Armenia
11. Israel
12. Ethiopia
13. The Masai
14. Benin
15. Yoruba
16. Burma
17. Korea
18. Siam
19. Indonesia
20. The Inuit
21. Vietnam
22. Kongo
23. Czechoslovakia
24. Bulgaria
25. Romania
26. Hungary
27. Panama
28. Australia
29. Mongolia
30. Madagascar
31. Ukraine
32. Malaysia
33. Sumer
34. Harappa/Mohenjo-daro
35. The Hittites
36. Turkestan
37. The Seljuk Turks
38. Manchu
39. Songhai
40. The Asante

Minor Civs are basically Civ5-style city-states, except they can have multiple cities. They also ACTUALLY get involved with conflicts they are dragged into. Minor Civs can also found religions and spread them, but of course, they cannot win the game. They also have no bonuses unique to their civ. Now, we'll list abilities for each playable civ:

America: -33% unhappiness from number of cities. +1 science in every city.
Canada: +1 extra food from tundra tiles. Double movement and sight in tundra.
The Haida: +1 extra food from coast tiles. Sea resources provide +1 culture and +1 faith.
The Sioux: Double movement, double sight, and +1 extra production in plains tiles.
The Aztecs: Earn faith and culture for each enemy unit killed. Double movement in jungle.
The Incas: Roads have no maintenance on hills. May move over mountains, but ending a turn on one costs 50 HP damage.
Brazil: Golden Ages last 100% longer. Tourism output is increased by 100% during golden ages.
The Iroquois: Double movement in forest and any tiles adjacent to a lake tile.
France: +30% production bonus towards wonder construction in the capital.
Spain: Natural wonders provide double yields and a gift of gold when you discover them.
England: Start with 1 extra spy. All units get a 10% combat bonus in foreign lands.
The Celts: +1 faith for every forest.
The Vikings: No movement cost to pillage, double movement on rivers, naval units may cross oceans once compass has been researched.
Germany: Pay 25% less for land unit maintenance. When capturing a barbarian village, there is 66% chance that the barbarian in that village will turn to your side.
Russia: Strategic resources in your territorry provide double quantity.
Rome: Military units may sacrifice themselves to found cities. New cities start with all the buildings that exist in your capital. May raze enemy capitals.
Greece: +2 tourism from pre-medieval wonders
Arabia: Your trade network spreads religion twice as effectively and imports twice as much happiness. Oil resources in your territorry are double quantity.
Ottomans: All naval units start with the prize ships promotion. Pay half maintenance for naval units.
Persia: Golden ages last 50% longer. Generate great people at double rate during this time.
Egypt: +15% production bonus to wonder construction in all cities.
Mali: +50% more emigration to civs that have founded a religion.
The Zulus: Pay 20% less maintenance for melee units. All units recieve a +15% combat bonus vs gunpowder units.
Japan: All units fight at full strength even when damaged. Discover industrial-era technologies 20% faster.
China: +1 of every yield from defensive buildings. +5% production bonus to wonder construction in all cities.
India: May found 2 religions, as long as they have different holy cities.
Polynesia: Naval units can move over oceans immediately. +30% production bonus to wonders in coastal cities.
Byzantium: +3 production from walls. Build walls in half the usual time.


Buildable Wonders:

Catal Hoyuk (Ancient)
Abu Simbel (Ancient)
Great Library (Ancient)
Gobekli Tepe (Ancient)
Pyramids (Ancient)
Sphinx (Ancient)
Karnak (Ancient)
Banaue Rice Terraces (Ancient)
Gate of the Sun (Ancient)
King Tut's Tomb (Ancient)
Nazca Lines (Ancient)
Stonehenge (Ancient)
Cheomseongdae (Ancient)
Mesa Verde (Ancient)
Parthenon (Classical)
El Tajin (Classical)
Great Wall (Classical)
Trajan's Column (Classical)
Domus Aurea (Classical)
Teotihuacan (Classical)
Pantheon (Classical)
Buddhas of Bamiyan (Classical)
Xuankong Si (Classical)
Puukohola Heiau (Classical)
Nan Madol (Classical)
The Moai (Classical)
Theodosian Walls (Classical)
Itsukushima Shrine (Medieval)
Alhambra (Medieval)
Notre Dame (Medieval)
Stone Town (Medieval)
Templo Mayor (Medieval)
Leshan Giant Buddha (Medieval)
Tower of London (Medieval)
Dome of the Rock (Medieval)
Horyuji (Medieval)
Todai ji (Medieval)
Angkor Wat (Medieval)
St. Mark's Basilica (Medieval)
Chichen Itza (Medieval)
Machu Picchu (Medieval)
Churches of Lalibela (Medieval)
Great Mosque of Djenne (Medieval)
Westmister Abbey (Medieval)
Santa Maria del Fiore (Renaissance)
Red Fort (Renaissance)
Changdeokgung (Renaissance)
Taj Mahal (Renaissance)
Hawa Mahal (Renaissance)
Wat Arun (Renaissance)
Leaning Tower of Pisa (Renaissance)
Himeji Castle (Renaissance)
St. Peter's Basilica (Renaissance)
Buda Castle (Renaissance)
Kremlin (Renaissance)
Arc de Triomphe (Industrial)
Ellis Island (Industrial)
Statue of Liberty (Industrial)
Louvre (Industrial)
Eiffel Tower (Industrial)
Big Ben (Industrial)
Smithsonian Institute (Industrial)
Darjeeling Himalayan Railway (Industrial)
Wat Phra Kaew (Industrial)
Trafalgar Square (Industrial)
Chateau Frontonac (Industrial)
Wat Pho (Industrial)
Mt. Rushmore (Industrial)
Panama Canal (Modern)
Cristo Redentor (Modern)
Escadaria Selaron (Modern)
Rockefeller Center (Modern)
Golden Gate Bridge (Modern)
Motherland Calls (Atomic)
Sydney Opera House (Atomic)
CN Tower (Atomic)
Hoover Dam (Atomic)
Palm Jumeirah (Information)
London Eye (Information)
Three Gorges Dam (Information)

Natural Wonders
Mt. Ruapehu
Mauna Loa
Mt. Everest
Uluru
Krakatoa
Rock of Gibraltar
Madagascar
African Savannah
Lake Titicaca
The Matterhorn
Mt. Kilimanjaro
Lake Victoria
Old Faithful
Mt. Fuji
Mt. Sinai
Mt. Kaliash
Sri Pada


Luxury Resources
Gems
Gold
Silver
Jade
Lapis Lazuli
Crustaceans
Whales
Pearls
Ivory
Wildlife
Marine Wildlife
Tea
Coffee
Incense
Dyes
Silk
Marble
Copper
Salt
Coral
Truffles
Obsidian
Olives
Cotton
Spices
Herbs
Leather
Textiles
Coconuts

Bonus Resources
Fish
Stone
Wheat
Corn
Cattle
Bananas
Sheep
Pigs
Chickens
Turkeys
Bison
Deer
Guano

Strategic Resources
Iron
Horses
Aluminum
Oil
Uranium

NEW FEATURES

Architecture/Background Music
In Civ5 architecture and background music were drawn from a set. In Civ6, this is changed. Architecture and music are now unique to each civ.

Victory

Science (Colonize 3 planets)
Culture (Become influential on all civs with your tourism)
Domination (Have at least 50% immigrant population in every civ)
Conquest (Be the last MAJOR civ to hang onto their original capital)
Diplomatic (Win the World Leader vote at the UN)
Religion (Convert every city on the map to your religion)
Time (The Year Gets To 4000 AD)

Immigration/Emigration
Once a civilization has discovered astronomy, they may occasionally send immigrants to civs that also have astronomy. (Minor civs can send immigrants to other civs but cannot recieve immgirants from other civs). Immigrants are sent under these circumstances: Unhappiness, losing more gold than you are making, ideological revolt, etc. Immigrants will go to civs that are allowing immigrants from the home civ. You can allow or un-allow immigrants from specific civs on the immigration tab. Immigrants will greatly enhance the food and production output of the destination civ, and make the home civ closer to domination victory. Domination victory is achieved when all civs in the game have at least 50% immigration from the winning civ. Under the immigration tab, there is an ethnicity tab, you can check this for ALL civs in the game. It gives the percentages of the home civs' immigrants compared to the total immigrant population. The more immigrats that are sent over from one civ, the more that civ's precentage goes up. The only negative affect of immigration is that regardless of the destination civ's religion, the immigrants will take their home civ's religion with them, so either have inquisitors on hand or deal with multiple religions.


Trade Networking
This kind of builds on the trade routes concept from civ5 BNW. Sea trade routes themselves have largely stayed intact. Now, we will go over the new benefits of both land AND sea trade routes: Trade routes can now export/import happiness. All civs involved in the trade route get +1 happiness from all the luxuries near all the stops on the trade route. Now, we'll explain about trade networks (just land trade routes). In order for a trade route to work, there must be a road between the home city and the destination so the caravan can move along the road. To allow for this, workers can now move between civs without open borders. Caravans have a range of 10 tiles. They can go farther than that if they make a "stop" in a city or at a carvansary improvement within that 10-tile range. For xample, it's possible to cross an entire continent with the same caravan if the trade network (roads, cities, and caravansaries) extends far enough. Caravans also give +1 happiness to all civs involved in the route from all the luxuries near these stops. Like civ5, trade routes also spread religon, but now, the religion goes to all the stops and the religions of all the involved civs are carried on the trade route. The gold all the involved civs receive from this trade route is the net gold output of all the stops in the trade network.

Tourism and Great Works
Tourism and great works are pretty much exactly the same as civ5 bnw, but the great works you build ACTUALLY have to be from your civ in real life (for example, The Haida can't make the Mona Lisa, but the Romans CAN make the Mona Lisa). Same rule applies to artifacts.

City Zoom
This is a pretty useless but cool feature. It appears on the city screen and lets you zoom into the city to get a view of the buildings, wonders, and military units in that city.

Warmonger Penalties REMOVED
Warmonger penalties do not exist until the Atomic Era. Instead, the other civs will become afraid of you and give into tribute demands to ensure their own survival.


Transportation Ships
Unlike civ5, embarkation does not exist in this game. Instead, you may stack up to 5 land units on the following naval units:
Galley (Ancient)
Quinquereme (Classical)
Galleass (Medieval)
Galleon (Renaissance)
Transport (Industrial)

New Space Age and Science Victory
Once a civ researches Future Tech three times and has completed the spaceship parts, the world enters the New Space Age. Once you research the Fast Space Travel tech, you may build send Starship units off the home planet to explore space. You may send Space Explorer units onto these Starship units to land on other planets (there are 5 equally-sized planets in the game). On these planets, there are never-before-seen resources, never-before-seen terrain types, never-before-seen natural wonders, and never-before-seen alien civs! To win a science victory, you must conquer all the alien civs and establish your own cities on 3 of the planets in the game (excluding the home planet). Once you research the Cheap Space Travel tech, you may build and send space settlers to build new cities on planets. Also, you can send military units into space with the Cheap Space Travel tech.


Barbarian villages
In the game, we are combining the barbarians of civ4 with the barbarians of civ5. In this game, barbarians live in villages. Like encampments, they spawn randomly without settlers and will be disbanded if a civ's unit enters them. However, once this happens, they will turn into a new city. These cities can be razed, annexed, or puppeted. Villagers spawn barbarian units every few turns and will always try to have a barbarian unit inside of it to defend it. Barbarian cities have names and will keep those names when they are converted to cities.


Religion
Religion is pretty much the same as civ5 BNW except for three things: One, there are many more foundable religions, two, minor civs AND major civs can found them, and three, if a civ converts all the cities on the map (even alien ones) to their region, they will win a religious victory.

Foundable Religions and civs who prefer certain religions
Wakan Tanka (Sioux)
Razana (Madagascar)
Kachina (Navajo)
Orenda (Iroquois)
Sgaanaang (Haida, Inuit)
Psedjet (Egypt)
Hellenism (Greece, Rome)
Pachaism (Inca)
Amatongo (Zulus)
Protestantism (Germany, England, America, Canada)
Catholicism (Austria, Spain, France, Armenia, Poland, Italy, Czechoslovakia, Hungary, Argentina, Brazil, Australia, Panama)
Orthodoxy (Byzantium, Russia, Ethiopia, Yugoslavia, Bulgaria, Romania)
Voodoo (Yoruba, Benin, Caribbean)
Shinto (Japan)
Taoism (China)
Buddhism (Siam, Burma, India, Vietnam)
Hinduism (India)
Islam (Arabia, Indonesia, The Ottomans, Mali)
Forn Sior (Vikings)
Judaism (Israel)
Druidism (The Celts)
Masai Polytheism (Masai)
Kongo Polytheism (Kongo)
Aztec Polytheism (Aztecs)
Tengriism (Mongolia)
Zoroastrianism (Persia)
Confucianism (Korea)
Polynesian Polytheism (Polynesia)

Technological Eras
Technology and eras work differently than civ5. The world enters the ancient era when the game starts. You may do ancient era techs all through the game if you haven't discovered some, but you cannot do the classical era's techs until 750 BC, when the world enters the classical era. The world enters the medieval era in 476 AD, the world enters the renaissance era in 1492 AD, the world enters the industrial era in 1776 AD, the modern era in 1914 Ad, the atomic era in 1918 AD, the information era in 1945 AD, and the new space age when somebody researches future tech three times AND completes their spaceship. Techs take SUPER-long to research in the ancient era, but get faster as the game goes on. However, production, culture, and faith go at their normal rates from the beginning of the game. This self-sufficient pacing takes away the need for game speeds.

Terrain Types and Features
Like Civ5, the terrain looks slightly different depending on which continent set they belong to. In this game, Australia is added to the continents list. Also, rivers appear ON tiles instead of next to them and they add food to their tile. Cities CAN be built on rivers. Here are all the terrain types it the game and their yields:

Desert (nothing, not farmable)
Snow (nothing, not farmable)
Semidesert (1 production, not farmable)
Tundra (1 food, not farmable)
Tropical Island (2 food 1 production, farmable)
Plains (1 food, 1 production, farmable)
Grassland (2 food, farmable)
Marsh (1 food, farmable with masonry)
Coast (1 food, not farmable, impassable for land units)
Ocean (1 food, not farmable, impassable for land units and pre-renaissance naval units, except for Polynesia)

Now here are all the features:
River (+1 food to their tile)
Atoll (+1 food and +2 production to their tile)
Hill (-ALL FOOD from their tile, +2 production to their tile)
Oasis (+3 food and +1 gold to their tile, ONLY FOUND IN DESERTS)
Flood Plains (+2 food to their tile, ONLY FOUND ON RIVERS. NO LONGER EXCLUSIVE TO DESERTS.
Lake (+2 food to their tile)
Delta (+5 food to their tile. FOUND ONLY WHERE RIVERS MEET COASTS.)
Mountain (-ALL YIELDS FROM THEIR TILE. IMPASSABLE TO ALL UNITS)
Savannah (+1 food, +1 tourism to their tile. ONLY FOUND ON PLAINS)
Australian Outback (+1 food, +1 tourism to their tile. ONLY FOUND ON DESERT)
Glacier (-ALL YIELDS FROM THEIR TILE. IMPASSABLE TO ALL UNITS. ONLY FOUND ON HILLS)
Jungle (+2 food to their tile, -1 production from their tile)
Forest (1 food, 1 production, ONLY FOUND ON GRASSLAND, PLAINS, SEMIDESERT, AND SCRUB)
Scrub (1 food, ONLY FOUND ON GRASSLAND AND PLAINS)

Ships on Rivers
Naval Units (including Cargo Ships) can now also move on tiles with rivers on them. Any land units on these ships can disembark onto the land portion of their tile with the disembark button.However, sea resources cannot spawn on tiles with rivers, and naval units can be built in cities on rivers with no coast. However, you cannot build lighthouses, harbors, or seaports in cities on rivers with no coast.

New Food and Production System
Instead of food and production sources only being workable by the city who owns them, they are instead shared with all your cities (that have city connections with your capital), making bad city locations less of a problem.

New Start Bias System
Instead of matching civs to broad start conditions, this s going to make it more lifelike by giving them realistic resources and geography. For example, Greece starts in a coastal grassland peninsula with many hills and islands nearby. Also, they are placed near large quantities of Stone, Sheep, Marble, Olives, and Fish. I'm not going to do this for every civ as that is WAY too time-consuming, but the game-makers should get the basic idea.


Optimized Resource Distribution
Unlike Civ5 where there was a limit of about 3 luxuries per egion, resource distribution is now ENTIRELY RANDOM (except for in civs' starting locations)



Unique units for each MAJOR civ

America: Minuteman (Musketman), Navy SEAL (Marine)
Canada: (Up to game-makers)
Haida: War Canoe (Galleass)
Sioux: Pathfinder (Warrior), Sioux Rider (Cavalry)
Aztecs: Jaguar (Warrior)
Incas: Quechua (Warrior), Slinger (Archer)
Brazil: Pracinha (Infantry)
Iroquois: Mohawk Warrior (Swordsman)
France: Musketeer (Musketman)
Spain: Tercio (Musketman), Conquistador (Knight)
England: Ship of the Line (Galleon), Redcoat (Musketman)
The Celts: Picitsh Warrior (Swordsman)
The Vikings: Berserker (Longswordsman), Longboat (Galleass)
Germany: Landsknecht (Pikeman), Panzer (Tank)
Russia: Cossack (Cavalry)
Rome: Legion (Swordsman), Auxiliary (Spearman)
Greece: Hoplite (Spearman), Trireme (Galley)
Arabia: Camel Archer (Knight)
Ottomans: Janissary (Musketman), Sipahi (Lancer)
Persia: Immortal (Spearman), Mercenary (Swordsman)
Egypt: Warchariot (Chariot archer)
Mali: Skirmisher (Pikeman)
Zulus: Impi (Pikeman)
Japan: Samurai (Crusader), Zero (Fighter)
China: Chu-ko-nu (Crossbowman), Junk (Galleon)
India: War Elephant (Chariot Archer), Fast Worker (Worker)
Polynesia: Maori Warrior (Swordsman), Double-hulled Canoe (Galley)
Byzantium: Dromon (Galeass)

Unique buildings for each major civ:
Canada: (Up to game-makers)
Haida: Totem Pole (Monument)
Aztecs: Floating Gardens (Water mill)
Brazil: Brazilwood Camp (Unique improvement)
Iroquois: Longhouse (Unique improvement)
France: Chateau (Unique Improvement)
Russia: Krepost (Barracks)
Arabia: Bazaar (Market)
Egypt: Burial Tomb (Shrine)
Mali: Mud Mosque (Temple)
Zulus: Ikanda (Barracks)
Byzantium: Agora (Market)
Celts: Hill Fort (Unique Improvement)

Ethnic Units
This feature is simple: Instead of having all the units for all the civs in the game look the exact same, they all look different based on the civ. This rule applies to both major and minor civs. See: http://steamcommunity.com/sharedfile...s/?id=91830423

New Scenarios

Fall of Rome
Object of scenario: Same as civ5
Playable Civs: West Rome, East Rome, Sassanid Persia, The Huns, The Franks, The Goths, The Anglo-Saxons, The Vandals, The Alamanni, The Burgundians, The Lombards, The Alans, The Slavs, Arabia

Conquests of Alexander
Object of Scenario: As Greece: Control Athens, Taxila, and Persepolis at the end of the game. Persia: Control Persepolis at the end of the game. Mauryan Empire: Control Taxila at the end of the game. Rome: Control Rome and Athens by the end of the game.
Playable Civs: Greece, Persia, India, Mauryan Empire

Punic Wars
Object of the game: Control Rome, Athens, and Carthage at the end of the game.
Playable Civs: Rome, Carthage, Greece

Conquest of the New World
Object of scenario: Control the most Native American cities when the game ends at 1900 AD.
Playable Civs: England, Netherlands, France, Spain, Portugal, America, Canada, Brazil, Navajo, Sioux, Iroquois, Aztecs, Incas, Haida

World War I
Object of scenario: One of the two teams must control all enemy capitals. The game will not end until this happens.
Playable Civs: Serbia, UK, France, USA, Portugal, Russia, Italy, Japan, Greece, Germany, Austria-Hungary, Ottomans, Bulgaria

World War II
Object of Scenario: (Same as World War I)
Playable Civs: UK, Free France, USA, China, Soviet Union, Australia, Germany, Japan, Italy, Vichy France

New Buildings
Restaurant (+2 food, +2 happiness)
Wind Farm (+2 production from every grassland tile worked by this city)

New Units

Axeman (Ancient Era. Looks like: https://www.google.com/search?site=i...1;1024;640

Galley (Ancient Era)

War Elephant (Classical Era)

Crusader (Medieval Era)

Rifled Cannon (Industrial Era)

AK-47 (Information Era)


Social Policies, economic policies, and ideology
The SYSTEM of social policies carry over from civ5, but here's where it gets different. No policies have been removed and existing trees are unchanged (except honor has been completely re-done and a slight buff has been added to piety) and economic policies have been added. You adopt these the same turns that your culture fills up and you adopt social policies.

Social Policies, Ideology, and Economic Policies

(All social policy trees and ideology from civ5 remain the same, except piety gets a base bonus of +2 faith and +2 culture in the capital, and honor has been re-done)

Honor (Ancient era, gain culture from any unit killed, gain additional combat bonus fighting barbarians, +1 culture and happiness from military training buildings. Military training buildings cost zero maintenance)
Hall of Valor (Gain faith every time one of your units is killed)
Conscription (May stagnate a city for one turn to instantly train a new unit of your choice there)
Military Caste (+1 happiness from every military unit you own)
Military Tradition (+25% production towards military unit production in all cities. New units start with one free promotion, +1 culture from every military unit you own)
Professional Army (Cost of upgrading units reduced by 50%. Unit maintenance reduced by 20%)

Economic Policies (You are NOT forced to pick a policy from here every time you get enough culture.)

Barter (Ancient Era, +1 gold from every resource you own)
NO POLICIES IN THIS TREE
Serfdom (Medieval Era, +1 food, +1 production from farms, +1 unhappiness from farms)
Landlord-knights (After discovering chivalry, a knight will spawn every turn on a random farm of your choice during times of war, +1 happiness from every castle)
Noble Aristocracy (+1 happiness from every city)
Rent (+1 gold from every farm, all cities grow 1% slower)
Taxation (+1 gold per population)
Capitalism (Renaissance Era, +3 new trade route slots, eliminates the negative effects of the Serfdom tree)
Free Movement (All Cities grow at double rate)
World Empires 1 (Internal trade routes make gold as if they were international)
World Empires 2 (Build harbors 100% faster)
World Empires 3 (Double gold from all trade routes)
Slavery (+10 population in cities on a continent of your choice. -5 population in cities on a different continent of your choice. +2 unhappiness from plantations)
Cheap Immigrant Labor (+2 production and +2 gold from every 1,000 immigrant population. Specialists consume half the normal amount of food and create half the normal amount of happiness)
Free Trade (Converts all of your gold per turn to happiness)
Marxism (Industrial Era, +3 production per 1 population, ELIMINATES ALL EFFECTS OF THE CAPITALISM AND SERFDOM TREES. Receive all the culture spent on these trees.)
Planned Economy (All tiles produce +3 of the appropriate yield(s))
Collectivized Agriculture (+2 food from farms)
Government-owned Businesses (+100 gold in capital, may not make trade routes with civs that do not have this policy)
Government-owned Property (+2 gold per 1 population)
Forced Resettlements (May transfer population from city to city)
Planned Industrialization (Receive a free factory in every city)
Social Equality (+1 happiness per 1 population)

Other new features
Coal no longer required to build ironclads, this has been replaced with iron.
Civs automatically get the strategic resources for their unique units near their spawn. (Denmark was no fun in Civ5 without iron. This is designed to fix this type of thing.)

More Imperialist AI
Unlike Civ5, where the AI mostly concentrated on building and conquering cities solely in their immediate area the whole game, this feature will change that. Once they discover astronomy, it tweaks that aspect of their AI and they suddenly feel an incentive to build and conquer cities on continents besides their own. However, this makes the AI more prone to intercontinental warfare, so you should keep a good navy around late-game.







REST IS UP TO GAME-MAKERS





This was originally posted on steam by wesleys_domination, aka me.

Reviews and comments from the Steam Community:

Whetfart Cheesebörger 18 hours ago
You do realize no one will ever read this list right?
Last edited by Whetfart Cheesebörger; 18 hours ago
#1

wesleys_domination 18 hours ago
Originally posted by Whetfart Cheesebörger:
You do realize no one will ever read this list right?

1. I'll post it on civfanaticsforums, where people WILL read it.
2. Do you think these are good ideas or not?
#2

garyriley1982 18 hours ago
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic
#3

wesleys_domination 18 hours ago
Originally posted by garyriley1982:
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic

That's essentially just putting yourself in danger, as if you're an ancient civ, a civ that's already colonizing other planets can fly in and destroy you like that group of leftover barbarians they just smashed. Not a good idea. Anyway, Civ was intended as a big what-if, so for example, we can do a what if The Haida or The Aztecs weren't so far behind but the Spanish and Americans were?
#4

wesleys_domination 18 hours ago
Originally posted by garyriley1982:
I like the ideas, although Id also suggest Civs than can morph across eras, so that ancient civs are really only ancient civs, and can choose to stay as they are, or morph to another civ with perhaps a civil war mechanic

And besides, that COMPLETELY defies real-life logic.
#5

garyriley1982 18 hours ago
perhaps I could have worded this better..... I mean someone can start as, say Egypt, in the Ancient Era, and once the next era is reached, they could choose to stay as Egypt, or as another Civ from the next era linked (or not), and the Civ splits - so people could choose to start in a specific era, or travel across history as a succession of Civ's, or attempt to stand the test of time with an Ancient Civ
#6

garyriley1982 18 hours ago
you could still have Classic play as well, but it could help to show the ebb and flow of time
#7

wesleys_domination 18 hours ago
OHHHH I got it. I'll try to put these posts on when I stick it onto civfanaticsforums.
#8

wesleys_domination 18 hours ago
I'll call this idea traveler's play.
#9

Defect 17 hours ago
America: Minuteman (Musketman), Navy SEAL (Marine)
Huh? Thats two different branches of the military there bud.
#10

wesleys_domination 15 hours ago
Originally posted by Defect:
America: Minuteman (Musketman), Navy SEAL (Marine)
Huh? Thats two different branches of the military there bud.

If you've played Civ4, thay did that. They replaced marines with navy seals
#11

The DoomLord 4 hours ago
Cool Ideas
#12

Mr Stalin 3 hours ago
i have read most of it and this is pretty great hope the devs have a look at this
#13

Innomynate 3 hours ago
Do you know that next civ is on the space? Civilization: Beyond Earth

it will probably have aliens and those things...
#14

wesleys_domination 38 minutes ago
Originally posted by Innomynate:
Do you know that next civ is on the space? Civilization: Beyond Earth

it will probably have aliens and those things...

I...did...not know that! But do you like the other ideas?
#15
Showing 1-15 of 15 comments

If you have any ideas, feel free to reply. The more replies, the more of a chance the game creators will see this.
 
Wow, love the amount of thought you put into this. Some thoughts of my own:

Japan: All units fight at full strength even when damaged. Discover industrial-era technologies 20% faster.

I like that, it would mirror what happened with RL post-WWII Japan. I assume it would extend to the Modern, Atomic, Info, and New Space ages as well?

Luxury Resources
...
Wildlife
Marine Wildlife

How would those work as something tradeable?

Architecture/Background Music
In Civ5 architecture and background music were drawn from a set. In Civ6, this is changed. Architecture and music are now unique to each civ.

If development time and copyrights allowed, I'd welcome that.

Immigration/Emigration
Once a civilization has discovered astronomy, they may occasionally send immigrants to civs that also have astronomy. (Minor civs can send immigrants to other civs but cannot receive immigrants from other civs). Immigrants are sent under these circumstances: Unhappiness, losing more gold than you are making, ideological revolt, etc. Immigrants will go to civs that are allowing immigrants from the home civ. You can allow or un-allow immigrants from specific civs on the immigration tab. Immigrants will greatly enhance the food and production output of the destination civ, and make the home civ closer to domination victory. Domination victory is achieved when all civs in the game have at least 50% immigration from to the winning civ. Under the immigration tab, there is an ethnicity tab, you can check this for ALL civs in the game. It gives the percentages of the home civs' immigrants compared to the total immigrant population. The more immigrants that are sent over from one civ, the more that civ's percentage goes up. The only negative affect of immigration is that regardless of the destination civ's religion, the immigrants will take their home civ's religion with them, so either have inquisitors on hand or deal with multiple religions.

Fascinating concept that feels sorely neglected now that I've read this. But would the destination civ really need astronomy? Also, I believe I made a correction above...

Tourism and great works are pretty much exactly the same as civ5 BNW, but the great works you build ACTUALLY have to be from your civ in real life (for example, The Haida can't make the Mona Lisa, but the Romans CAN make the Mona Lisa). Same rule applies to artifacts.

Sounds like that would get pretty limited fast. Not every RL civ has a huge catalog of great works, and even if they did it would mean a lot of extra research for the team. I think random, perhaps age-appropriate great works fits the current alt-history setup just fine.

New Space Age and Science Victory
Once a civ researches Future Tech three times and has completed the spaceship parts, the world enters the New Space Age. Once you research the Fast Space Travel tech, you may build send Starship units off the home planet to explore space. You may send Space Explorer units onto these Starship units to land on other planets (there are 5 equally-sized planets in the game). On these planets, there are never-before-seen resources, never-before-seen terrain types, never-before-seen natural wonders, and never-before-seen alien civs! To win a science victory, you must conquer all the alien civs and establish your own cities on 3 of the planets in the game (excluding the home planet). Once you research the Cheap Space Travel tech, you may build and send space settlers to build new cities on planets. Also, you can send military units into space with the Cheap Space Travel tech.

Cool as that might be, I worry that that might be a bit out of scope for this game, almost like trying to graft Beyond Earth into it. It sounds like a lot of extra work for the devs and for the players. With the game time it sounds like it needs, it seems another civ could sneak in with a different victory type.

Technology and eras work differently than civ5. The world enters the ancient era when the game starts. You may do ancient era techs all through the game if you haven't discovered some, but you cannot do the classical era's techs until 750 BC, when the world enters the classical era. The world enters the medieval era in 476 AD, the world enters the renaissance era in 1492 AD, the world enters the industrial era in 1776 AD, the modern era in 1914 Ad, the atomic era in 1918 AD, the information era in 1945 AD, and the new space age when somebody researches future tech three times AND completes their spaceship. Techs take SUPER-long to research in the ancient era, but get faster as the game goes on. However, production, culture, and faith go at their normal rates from the beginning of the game. This self-sufficient pacing takes away the need for game speeds.

I think I see what you're trying to do, but I don't think eras should be confined to set time periods (just 4 years, WWI, for the Modern, and Atomic before 1945?), and that they should be defined by scientific advancement of the superior civ. If a civ is able to complete all an era's techs, why should they be held back until a certain year arrives? If anything, they should get some kind of bonus until then. And need for game speeds is less a function of technological advancement and more of a player's available time.

Also, rivers appear ON tiles instead of next to them and they add food to their tile.

So, fewer tiles that take advantage of rivers? How is pre-bridge movement/location obstruction handled?

Ships on Rivers
Naval Units (including Cargo Ships) can now also move on tiles with rivers on them. Any land units on these ships can disembark onto the land portion of their tile with the disembark button.However, sea resources cannot spawn on tiles with rivers, and naval units can be built in cities on rivers with no coast. However, you cannot build lighthouses, harbors, or seaports in cities on rivers with no coast.

That I like. Perhaps a tech can enable dredging to extend the reach of rivers, like to coasts or other cities.

New Buildings
Restaurant (+2 food, +2 happiness)

Not sure I get how a restaurant would add food. If anything it should cost it, i.e. overconsumption and waste.

Civs automatically get the strategic resources for their unique units near their spawn. (Denmark was no fun in Civ5 without iron. This is designed to fix this type of thing.)

Agreed--equipping a civ with the resources that helped make its units unique is more fun and just makes sense.
 
What you are describing is an ambitious mod. It has lots of changes, but it is the same stuff happening.
Civ:BE's detractors prove that some people will not swallow a price tag for a game that is only a mod. There is am obsession with how Beyond Earth is really Civ V under the hood, that it is a reskin. Strategy that arises from different balance is not the same as a new strategy game from different things to do and different consequences.

Also, go sell your ideas direct to Firaxis, why don't you. You need to make computer-y stuff happen right now. Your daydreams are a nice gift to this forum, but if you're not a daydreamer, you need to build a pipeline before you start pumping that idea-oil.
 
Since this thread is warming up I'll add a thought I've had in my head recently.

I think the concept of workers building every tile improvement needs to go. Mainly its just tedious micromanagement and I think the game would be better if that amount of the players time was used elsewhere.

My suggestion would be that when you assign a city population to work a tile they automatically start building a farm for you. Obviously you can select between farms or trading posts etc.

I still think there should be a worker unit but it really should be limited to building mines, roads, bridges, forts, airbases, canals etc.... I.e big infrastructure projects. Farms on tge other hand are constructed by peasants or land owners. You shouldn't need to manually order a worker to build a farm on every tile...
 
Since this thread is warming up I'll add a thought I've had in my head recently.

I think the concept of workers building every tile improvement needs to go. Mainly its just tedious micromanagement and I think the game would be better if that amount of the players time was used elsewhere.

My suggestion would be that when you assign a city population to work a tile they automatically start building a farm for you. Obviously you can select between farms or trading posts etc.

I still think there should be a worker unit but it really should be limited to building mines, roads, bridges, forts, airbases, canals etc.... I.e big infrastructure projects. Farms on tge other hand are constructed by peasants or land owners. You shouldn't need to manually order a worker to build a farm on every tile...
Civilization Call to Power had a nice concept. An adjustable portion of your production would be set aside as public works and could then be spend on infrastructure. Much less boring and/or pointless micromanagement.
Although protecting and stealing/recovering workers could be interesting too. ..
 
Here are a few of my expectations:

1) Fix the diplomacy system so it makes sense. Civilizations should act from a rational self interest that in some ways can be understood and reasoned with and it should relate to their historical situation in game, not according to "playing to win" the game.

2) Fix the trade system. Trade should be the normal state of things, even between rivals or civs that recently have been at war. Withholding mutually beneficial trade should be rare. Grudges in the form of self inflicted isolation lasting for hundreds of years are both irrational and deeply unhistorical.

Moreover, when such grudges are based on some world moral order agenda rather than enlightened self interest, it borders on the ludicrous.

3) Bring back the Throne Room and Palace!

4) At last fix the roads/railroads, so that junctions are facing the right angle, and secondly don't make them into highway intersection eyesores, n'kay.
 
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