A general thread to collect ideas for the next major installment in the Civ franchise. What do you think should be added, removed, or changed in the next game?
Here are some of my ideas for a direction that I would like to see the game take.
I may add more ideas later for discussion, but these are the changes that I think would best improve the game.
Here are some of my ideas for a direction that I would like to see the game take.
- Cities in Civ 6 are much more inward-focussed as the game progresses. Most mid-game buildings and almost all late-game buildings require a citizen to work them to get their full use (what we know as specialists in Civ 5). As the game goes on, the number of citizens working tiles outside the city walls goes down drastically. To compensate for this, we get villages. Villages work like mini-cities, complete with a population, but they can't build most buildings and are more focused on working tiles to get resources and food for the big cities. Villages are also much easier to capture, fixing the issue of cities being the only focus point of combat in Civ 5; now you actually have to defend the border if you don't want your land stolen out from under you.
- The world is now a much more open space. I think 1UPT was a good decision for the future of the series, but maps in Civ 5 are way too cramped. It's very easy to run out of space for your units, especially in a war, and units that are supposed to excel in open spaces (chariots, horsemen, tanks) have very limited usability with all the hills, forests, jungles, and rivers all over the place. Tiles should be smaller and tiles with flat terrain should be more abundant. Essentially, you have much more nothing in between the areas where you have something.
- The game now keeps track of your citizens and allows you to move them from one city to another. This is done via menu, much like espionage in Civ 5. Now you can evacuate citizens to keep them out of danger, or send them off to newly-founded or captured cities to begin working the new territory.
- Happiness now works on two levels: local and global. A city only maintains maximum productivity while it has positive local happiness, which decreases with population and can be increased through various means. Global happiness is the net sum of the local happiness of every city and other sources of global happiness, and effects civilization-wide functions such as military strength and ideological contentment.
- HIGHLY EXPERIMENTAL: A new system is introduced called Great Civilization Points (or Greatness Points, or Empire Points, or Sid Points, or whatever). At the end of each turn, your excess happiness is converted to GCP, the same way you get Golden Age Points now. GCP is how your civilization improves itself. Every city you found costs GCP. Every new citizen costs GCP. Expanding becomes more strategic; if I build this city, not only will it cost me the GCP I've saved up, but it will decrease my overall happiness, meaning that I'll be getting GCP slower. But GCP isn't only used to expand and grow, it's also used to glorify your civilization through Golden Ages and Wonders. That's right, Wonders. Wonders are no longer built like buildings. You cannot get your favorite Wonder snipped out from under you with three turns left. Instead, you can "purchase" the blueprints of any available Wonder by spending GCP. That Wonder is now yours to build at your leisure. Nobody else has access to it. Great Engineers can also be expended to snag blueprints.
I may add more ideas later for discussion, but these are the changes that I think would best improve the game.