Hellenism Salesman
King
So, Civ VI has a lot of systems, doesn't it? I'm just gonna quickly name 20 off the top of my head... Population, Districts, Power, Loyalty, Amenities, Tech Tree, Civic Tree, World Congress, City-States, Governments, Housing, Terrain, Ages, Competitions, Casus Belli, Wonders, Barbarians, Climate change, Disasters, Appeal...
I could go on but I'm going to spare you.
Point being, Civ VI is a pretty complex game, with lots of moving parts. But, a common complaint I here on these forums is that these aren't connected moving parts. Many of the systems aren't tied to one another.
And, eager to hear your ideas and reworks, I ask you this: how would you interconnect some of Civ VI's systems?
While I do repeat the use of the word "system," note that this can encapsulate any mechanic in the game. They don't all have to fit under our own definition of "system."
While I don't have many ideas on this broad topic, I do have one: tying together Amenities and Loyalty, or even, getting rid of Amenities altogether.
Rather than there being a fixed number of negative Amenities in which rebel units appear, I feel that negative Amenities should simply decrease the Loyalty of their home city. Granted, you'd have to adjust the Loyalty system to compensate, but I think its a much better concept than having these two separate "rebellion" mechanics.
Alternatively, delete Amenities altogether and change Scotland and the Aztecs. What I'm suggesting here is that typical Amenity-harming factors (overpopulation, war weariness, bankruptcy, etc.) just harm cities' loyalty instead. Additionally, make it so the Content, Happy, and Ecstatic bonuses apply to cities based on their positive Loyalty. While this does mean you would have to entirely rework the Entertainment Complex, Water Park, and any replacements for said districts, I feel it ties up a loose end/superficial mechanic that could just be incorporated into another one.
Thoughts?
I could go on but I'm going to spare you.
Point being, Civ VI is a pretty complex game, with lots of moving parts. But, a common complaint I here on these forums is that these aren't connected moving parts. Many of the systems aren't tied to one another.
And, eager to hear your ideas and reworks, I ask you this: how would you interconnect some of Civ VI's systems?
While I do repeat the use of the word "system," note that this can encapsulate any mechanic in the game. They don't all have to fit under our own definition of "system."
While I don't have many ideas on this broad topic, I do have one: tying together Amenities and Loyalty, or even, getting rid of Amenities altogether.
Rather than there being a fixed number of negative Amenities in which rebel units appear, I feel that negative Amenities should simply decrease the Loyalty of their home city. Granted, you'd have to adjust the Loyalty system to compensate, but I think its a much better concept than having these two separate "rebellion" mechanics.
Alternatively, delete Amenities altogether and change Scotland and the Aztecs. What I'm suggesting here is that typical Amenity-harming factors (overpopulation, war weariness, bankruptcy, etc.) just harm cities' loyalty instead. Additionally, make it so the Content, Happy, and Ecstatic bonuses apply to cities based on their positive Loyalty. While this does mean you would have to entirely rework the Entertainment Complex, Water Park, and any replacements for said districts, I feel it ties up a loose end/superficial mechanic that could just be incorporated into another one.
Thoughts?