Reboot
Privateer
As much as CivBE was a disappointment to many, I thought there are some laudable elements that can be brought over to Civ VI:
Micro Decisions
Construction of your building triggers a "quest", which describes a certain event that happened to your faction/civ and require choosing 1 of 2 options. Each option gives you a boost in one small area or the other. These quests essentially allow you to tack on specializations to your civ based on your preference - e.g. you can make your monument building give more culture, or make them free to maintain, etc. In Civ IV (I think?) there were also events that require some choice with rewards/risks (disaster strikes the city, pay x gold to stave off the worse effects, or let the population burn anyway, etc.). Adds flavour, give more nuanced customization to your gameplay.
Layers
In CivBE, you can launch satellites and choose where they are deployment. Satellites offer limited-time specific AOE buffs (e.g. energy boost, defence boost, etc.). The layering idea to give specific zones some buffs for units/production can be used in Civ VI - e.g. trade, culture, or religion layer that allow you to plunk specialist units to boost certain aspects of the game. e.g. a scout might improve combat ability of your troops, religious worker might boost culture or productivity of your fields, etc.
Victory Path
There are specific Quests in CivBE that are part of the progression towards one of several victory conditions. Placing this in Civ VI can help players decide early in their game which victory condition to go for (e.g. conquer x capitals, discover x social engineering, etc.).
Espionage
The espionage in CivBE is better than the one in Civ V (imo). More options, graduated levels of success/risk, etc. Espionage activity also does not immediately lead to anger to the targeted Civ (which frankly makes sense - the public can be very angry with spies but governments know that spying is par for the course on both sides).
Diplomacy Capital from CivBE Rising Tides
This also feels like a refinement on the standard diplomacy system in Civ V. You generate certain diplomacy capital resource through deals, which you can use to buy favours/deals with other Civs, etc. It also allows some civs in the game to have diplomacy savvy, which is a new way to play the game. Anecdotally - I tried INTEGR and it was quite a fun/different way to play the game.
Artifacts from CivBE Rising Tides
Found by explorers that dig on Alien/Crash/Ruin sites, you sometimes come across Artifacts of certain grades (Alien tech, Old relics, Alien biology, etc.). Combining these artifacts unlock special abilities, buildings, wonders, or tech. Civ VI can have equivalents like ancient unexplained relics, fossils, natural science discoveries, etc. It's one way to add historical content that may not otherwise make it to the game.
Edit: sorry I didn't realise I posted this on the main forum. Moderators pls feel free to move this to the suggestions section.
Micro Decisions
Construction of your building triggers a "quest", which describes a certain event that happened to your faction/civ and require choosing 1 of 2 options. Each option gives you a boost in one small area or the other. These quests essentially allow you to tack on specializations to your civ based on your preference - e.g. you can make your monument building give more culture, or make them free to maintain, etc. In Civ IV (I think?) there were also events that require some choice with rewards/risks (disaster strikes the city, pay x gold to stave off the worse effects, or let the population burn anyway, etc.). Adds flavour, give more nuanced customization to your gameplay.
Layers
In CivBE, you can launch satellites and choose where they are deployment. Satellites offer limited-time specific AOE buffs (e.g. energy boost, defence boost, etc.). The layering idea to give specific zones some buffs for units/production can be used in Civ VI - e.g. trade, culture, or religion layer that allow you to plunk specialist units to boost certain aspects of the game. e.g. a scout might improve combat ability of your troops, religious worker might boost culture or productivity of your fields, etc.
Victory Path
There are specific Quests in CivBE that are part of the progression towards one of several victory conditions. Placing this in Civ VI can help players decide early in their game which victory condition to go for (e.g. conquer x capitals, discover x social engineering, etc.).
Espionage
The espionage in CivBE is better than the one in Civ V (imo). More options, graduated levels of success/risk, etc. Espionage activity also does not immediately lead to anger to the targeted Civ (which frankly makes sense - the public can be very angry with spies but governments know that spying is par for the course on both sides).
Diplomacy Capital from CivBE Rising Tides
This also feels like a refinement on the standard diplomacy system in Civ V. You generate certain diplomacy capital resource through deals, which you can use to buy favours/deals with other Civs, etc. It also allows some civs in the game to have diplomacy savvy, which is a new way to play the game. Anecdotally - I tried INTEGR and it was quite a fun/different way to play the game.
Artifacts from CivBE Rising Tides
Found by explorers that dig on Alien/Crash/Ruin sites, you sometimes come across Artifacts of certain grades (Alien tech, Old relics, Alien biology, etc.). Combining these artifacts unlock special abilities, buildings, wonders, or tech. Civ VI can have equivalents like ancient unexplained relics, fossils, natural science discoveries, etc. It's one way to add historical content that may not otherwise make it to the game.
Edit: sorry I didn't realise I posted this on the main forum. Moderators pls feel free to move this to the suggestions section.