My Idea for Civilization VII

XX36789

Chieftain
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Civilization VII is redesigned to be more balanced with more dynamic gameplay based on civ iv and v mods, in particular cavemen to cosmos (larger tech tree, more variety at endgame), jfd's civ v mods (deeper but simpler government systems) and vox populi (revamped victory types, corporation systems), but built off the rules of civ vi in terms of combat and how units/civs/leaders/great people/governments function. New features from Civ VI expansions (loyalty, governors, natural disasters, etc) are the core of Civ VII.

Most of the new mechanics are meant to make civ less of a board game and more of a cinematic strategy game, gameplay focus shifts from chasing victory for yourself to ensuring the glory of your empire and helping your people reach their full potential.

Simpler, cell shaded graphics with more realistic designs for characters. Characters have less animations on average. Visuals redesigned around reduced visual clutter. Can zoom all the way out to space and spin the earth around similar to civ iv. UI evolves and reveals more options with each era, making each era feel like its own game.

Victory is revamped, and the 'score victory' is now tied to the era score mechanic of civ vi: rise & fall, and the future era mechanic of civ vi: gathering storm.

Domination - capture all original capitals

Culture - become an influential culture to all civs

Science - reach alpha centauri with your spaceship

Diplomacy - get voted to be world leader by the un

Religion - become dominant religion of all civs

Financial - become majority shareholder of all corporations

Glory - have the most glory when the future era begins (glory replaces era score, your score is now your total era score)

Major Gameplay Changes:

Palace and Throne Room:

>the palace in your capital is customizable with many different options, there is a throne room view you can use to explore it. the throne room view is used as the background for the leader to stand in during diplomacy.
>the customizations to your palace room are better based on your current glory (aka era score in civ vi)

Reworks to Citizens and Districts:
>you no longer build one building or district at a time in cities, you assign citizens to work tiles and build improvements and buildings on them.
>essentially citizens replace worker units and you can build something on every tile you control every turn.
>each district is now a single building per tile that can have multiple citizens assigmed to it, each citizen effectively does a district project in the buulding while assigned to it.
>buildings have adjacency bonuses with other buildings and natural features, they are faster to build than civ vi districts. you can upgrade buildings as the game goes on at the cost of making it unworkable during the upgrade.
>new districts called 'towns' allow you to make mini-city centers tied to the core city. they replace the neighborhoods of civ vi, and offer unique benefits based on adjacent buildings and improvements. towns grow as the game goes on, and come in many varieties.
>early on for example, you can make rural mining, fishing, and farming towns that expand the number of tiles a city can work and improve adjacent improvements based on their specialty.
>later on, you can make urban towns that are not soecialized and are more expensive. late game improvements and buildings adjacent to urban towns are not only empowered by these urban towns but also offset rheir high upkeep.
>multiple citizens can work unfinished wonders and buildings to speed construction.
>each citizen has a name and a face based on your civ's culture, along with a health, loyalty, and happiness status.
>each citizen has a secret passion that if pursued can make them into great people.
>citizens can be trained into civilian units like settlers, doctors, and military engineers.
>housing and amenities from civ vi are done away with entirely, they are replaced by health and happiness. happiness is the same as civ v, health is the same as civ iv.
>citizens will move to other cities or even other civs if they are unhappy for too long. if they are extremely unhappy they rebel and attack your city.
>happiness and unhappiness works like in civ v. golden/dark/heroic ages work like in civ vi, if the empire is happy it gains extra glory (era score) per turn.

Plagues:
>if citizens are unhealthy they may get sick, if too many citizens are unhealthy the city becomes unhealthy and can start outbreaks of disease that lower happiness and kill citizens off.
>outbreaks spread aggressively if not treated, a new class of medical buildings and units can be used to combat them, and science buildings can help research outbreaks to prevent them from repeating
>in the very late game genetic sequences of researched outbreaks can be customized to make the panacea project (eliminates unhealthiness in your civ) or create bioweapons that can destroy lategame powerhouse civs from within.


More Barbaric Barbarians:
>beasts spawn at turn 1 on tiles.
>bears spawn in tundra, wolves in forests, tigers in jungles, and lions spawn in plains.
>they attack your units and give special promotions to their killer.
>barbarians spawn at turn 5 but camps produce units faster for every era they are not destroyed.
>barbarian camps have a 'Warlord' based on what tile they're on:

Forest - Boudica leads the Iceni
Unique Unit: Spear Chariot, faster Spearman

Grassland - Alaric leads the Visigoths
Unique Unit: Pillager, Swordsman that deals extra damage to cities

Plains - Attila leads the Huns
Unique Unit: Marauder, faster Horse Archer

Desert - Masinissa leads the Numidians
Unique Unit: Brigand, Horseman that is faster and deals more damage in Desert

Coast - Teuta leads the Illyrians
Unique Unit: Pirate, Quadrireme that steals Gold from cities it attacks and deals more damage to Naval Units

Tundra - Odoacer leads the Ostrogoths
Unique Unit: Brute, weaker Warrior that gains permanent bonus damage when it kills a unit

Jungle - Anacaona leads the Taino
Unique Unit: Blowgunner, weaker Slinger that deals triple damage to units below 50% hp

>warlords will interact with you but only when they want to.
>they will only begin speaking to you once a Scout alerts other barbarians to your presence (the horn), and will only make deals if you defeat their units and camps... or if one of your cities is captured by them!
>interacting with Warlords is simple, you can bribe them to attack other civs for a few turns, make a pact with them to defeat a rival Warlord, or bribe them for knowledge they might have about other civs you haven't met, etc. If you're talking to them because they razed your city, they will make hefty demands of you instead.
>if a Warlord loses all their camps, they are defeated and camps no longer spawn on their tile. Defeating a Warlord lets you buy their unique units with gold.
>warlords are always fighting eachother, but will always send troops to help the Free Cities fight the units of civs. Barbarian camps and units will exert loyalty against Free Cities. After the medieval era, barbarian units turn cities they capture into free cities instead of razing them, and captured settlers turn camps they enter into free cities. Any camp that survives for 3 eras becomes a free city.
>when a Free City flips to a Warlord's control, it becomes part of a civ the Warlord leads. Once a Warlord gets a civ they can no longer form new camps and will be defeated if they lose all of their cities. Warlord civs start with additional units, tiles, and settlers based on the era. Warlord civs have two unique units, one for the medieval era, and another for the modern era.
>these later uniques will spawn independently during events across the later eras (starting in medieval) to simulate bandits (medieval), pirates (renaissance-industrial), rebels (industrial-atomic), and terrorists (atomic-future).

Diplomacy and Internal Politics:
>world congress only meets when all players have met each other and every civ may offer a proposal to be voted on each session. essentially reverting the diplomacy feature to how it was in civ v. diplomatic favor is kept as the currency of voting.
>a similar system is inside each civ itself as citizens will vote on various policies, you can change the nature of this based on your government choice.
>your civ's total loyalty determines the nature of the choices that can be made. citizens can be appointed to various government positions and will perform better based on their upgrades and specialties.
>great people can additionally be slotted in governments as part of an advisory council that makes your government more effective overall.
>diplomatic favor is now gained faster and there are more ways to use it, such as passing Decisions and making requests of civs and special city-state interactions.
>your civ's internal politics essentially acts as policy cards that are temporary but more powerful and mesh with your play style.
>you can use diplomatic favor to cast your own votes or veto a policy you don't want enacted regardless of government choice.
>lump sums of diplomatic favor can be spent decisions to trigger special events, some which are based off your civ.

A different main menu, and VR compatibility:
>game has vr capabilities, has mobile friendly controls, has low cost peripheral hardware that allows these features to be used to their fullest regardless of your device
>you control units and manage cities with hand gestures, pointing 'commands' units to move and confirms clicks while other gestures act as hotkeys for specialized unit/city actions and diplomacy options
>main menu is literally your palace and can be customized by you.
>simple point and click on regulad pc in vr mode, with rooms where you can directly tinker with options by hand, mods are books in a library you can turn on and off by hand easily, wander through the credits as a long hallway, and explore a trophy room of your past victories, all has a similar feel to the main menu of civ rev
>if you ever get lost the advisor will help you navigate more quickly and will narrate your choices as you set up a new game
>to set up a new game just spin the globe, civ select is as simple as pointing to a country on the globe, other options are done on simple touch/vr friendly menus
>on pc all options are simple clicks and menus besides starting a new game are less interactive
>starting a new game begins with civ iv intro (
) which then cuts to a quick intro to the leader you chose, who narrates the history known about them in their own words, painting their most notable moments in history in line art that becomes an outline of the leader, which then transforms to the leader's full 3d model
>this takes 5 minutes at most, can be skipped if you choose, meant to mask long load times on larger maps and add hype to the game start
>you can zoom farther in during vr, letting you walk around in the cities you have built, in late game zoom very far out to view the world your civ inhabits from very far out in space
 
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civ vii civs

every leader is picked based on their historical accomplishments. each one, in some way, brought their nation to glory and helped it transform into something new.

choice of characters is meant for all possible civs in one game to give an even and accurate spread of all major locations of human habitation in a single game. historical figures from the three most recent games appear.

2 leaders each
2 traits per leader

traits return and are same as they were in civ iv. traits unlock buildings in city centers are based on the leader's traits. in the atomic era, each trait unlocks a special wonder.

each civ has a unique unit and national wonder (special wonder only they can build) that is shared by both leaders. leaders each have two additional unique units, buildings, or improvements based on their traits. (ie; charismatic and financial means a unique improvement and unique building, militaristic and imperialistic means two unique units, philosophical and charismatic means two unique improvements, etc.)

leaders change costumes and unlock new abilities when you reach medieval, industrial, and atomic era
in other words personas introduced by the most recent dlc are a core feature of the game.

essentially this brings a lot of mechanics back from very old games and reimagines them as an extension of civ vi's mechanics

civ vi mods like nomina, epithet, and rosetta are base features. this means civ names, leader names, and city names change dynamically with events and leaders receive a new title every era based on their actions during the previous era

leaders
usa: jfk and abe lincoln
maya: smoke jaguar and lady six sky
inca: huyana capac and pachacuti
ottomans: mehmed ii and suleiman
persia: xerxes i and shapur ii
india: indira gandhi and shah jahan
china: wu zetian and cao cao
japan: oda nobunaga and emperor meiji
mongolia: genghis khan and kublai khan
egypt: djoser and hapshetsut
carthage: dido and hannibal
greece: leonidas and odysseus
rome: nero and constantine
england: king henry viii and queen victoria
france: king louis xiv and joan of arc
germany: otto von bismarck and charlemagne
spain: joanna and el cid
russia: catherine and vladimir lenin
lakota: sitting bull and crazy horse
akkadia: sargon and enheduanna
the philippines: emilio aguinaldo and corazon aquino
ireland: grace o'malley and michael collins
benin: euware i and idia
imerina: radama and ranavalona
 
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...Agamemnon?
 
You're right, Agamemnon is a bit questionable. Should use Odysseus instead.

Plus, I think it would be sick if you could use the Trojan Horse as a unique unit.
 
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You're right, Agamemnon is a bit questionable. Should use Odysseus instead.

Plus, I think it would be sick if you could use the Trojan Horse as a unique unit.
That's even more questionable considering Agamemnon at least was a mythological king of Mycenae, whereas Odysseus was a mythological king of an unknown island. I think those leaders would do fine in a mythology spinoff but not for a regular Civ game.

Plus Mao can't be in the game at all if they want to sale it in China.
 
New Military Systems:
>every unit has new stats: morale, renown, and lifetime
>lifetime is the number of turns that units last before they disband
>renown replaces xp. a unit that gains enough renown through combat to earn a promotion resets its lifetime
>upgrading units also resets lifetime
>your empire has a unit cap that can be expanded by having more cities, having high happiness, and through military based techs/civics
>you gain glory (era score) when a units lifetime expires, and it retires as a veteran citizen in one of your cities, veterans generate great people faster

a civ v mod is enabled called 'unit morale' that makes manging units more meaningful:

>Morale is another new stat and is based on your Units' condition to engage in combat. All Combat Units have a Morale Level and a Morale Resting Point upon being trained or otherwise obtained. A number of factors can influence the Morale Level as well as the Morale Resting Point each turn either positively or negatively as do a number of events such as conquering or loosing a City, being promoted or being upgraded.
>There are five different Unit Morale Levels, each of which has different effects:

  • Bad Morale (0-20): -20% Strength/Experience generation
  • Poor Morale (21-40): -10% Strength/Experience generation
  • Steady Morale (41-60): No effect
  • Good Morale (61-80): +10% Strength/Experience generation
  • Great Morale (81-100): +20% Strength/Experience generation
>Per default, Units start with a Morale Resting Point of 50, which is increased by 10 in owned territory and decreased by 10 in enemy territory, and 50 Morale (Steady Morale Level). Each turn Morale will either decrease or increase by 1 towards the Morale Resting Point. However, other factors that influence Morale are stacked on top of this. Below is a list of what will impact Unit Morale (all these stack):

  • -1 per turn if Morale is above the Resting Point
  • -1 per turn in territory of an unfriendly City-State
  • -1 per turn in territory of a foreign Civilization
  • -2 per turn in territory of an enemy Civilization/City-State
  • -1 per turn if having between 80 and 50 HP
  • -2 per turn if having between 50 and 10 HP
  • -3 per turn if having less than 10 HP
  • -3 upon a nearby friendly City being captured
  • -5 upon loosing your Capital
  • -5 if a nearby friendly Combat Unit is killed
  • -10 if a nearby friendly Great Person is killed
  • +1 per turn if below Resting Point
  • +2 per turn if in the Capital
  • +1 per turn if in Cities other than the Capital
  • +1 per turn per adjacent owned Unit with Good Morale if below Resting Point
  • +2 per turn per adjacent owned Unit with Great Morale if below Resting Point
  • +2 per turn per nearby Great General
  • +2 per turn per nearby Great Admiral (Only Naval Units)
  • +3 upon being Promoted
  • +3 upon being Upgraded
  • +3 upon a nearby enemy City being captured
  • +5 upon capturing an enemy Capital
  • +5 if a nearby enemy Combat Unit is killed
  • +10 if a nearby enemy Great Person is killed
 
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Treaties and Vassals:
>there is now the option to edit the map during peace negotiations, letting you claim individual tiles as a condition of peace
>you can claim cities as vassals, reducing unhappiness from capturing but preventing direct control
>if you want to do something with a city that is your vassal, you can choose to fully conquer them, liberate them to their original owner, raze them, or let them become city states.
>civs can offer themselves as vassals to others as a condition of peace after medieval era, retaining ownership politically but surrendering yields to you as if they were your vassal cities.
>as they are still politically independent you can declare war on your vassals and vice versa

War Score:
>War Score is from the vox populi mod.
>it is an ever-shifting indicator of a war's possible outcome between two players. War Score can fluctuate from -100 to 100, where -100 is a total victory for your opponent, and 100 a total victory for you. War Score will also gradually decay over time to highlight the declining value of past actions in a long, drawn-out conflict.
>When initially declared, War Score starts at zero for both players. Although the value may start close to zero depending on both of the players' current economic and military conditions. As you (or your opponent) destroy units, pillage tiles/trade units, capture civilians and take cities, your warscore(or your opponent's) will go up. The value of these actions varies based on the overall size of you and your opponent.
>When it comes time to make peace, the War Score value gives you a good idea of what you should expect to gain from your opponent, or what they will ask of you. In the trade screen, the War Score value will be translated into a Max Peace value, which shows you exactly what you can take from your opponent (or vice-versa). When peace is concluded, the War Score returns to zero for both players.
>War Score mainly is also dependent on how the war actually goes. It does not matter whether or not the economy or the military is doing fine, if the war goes in their favor, they are technically winning! This value is also dependent on the War Weariness (unhappiness based on how long war has gone) of both sides if whether or not their public support for this war can still continue on.

Cassus Belli and Doctrines:
>Wars and battles are now given names and logged in a war menu to help players keep track of the war score.
>using Cassus Belli is more interactive and each one has a different menu. Other players gain bonuses from joning ongoing Cassus Belli wars.
>there are special diplomacy options (both between civs/city states involved and in world congress) and units only available to those involved.
>starting in modern era you gain access to Doctrines
>these essentially are permanent buffs to all of the new stats (renown, lifetime, morale) units have, turning them from limits into massive buffs.
>you also can permanently unlock new units and add new abilities to entire classes of units.
>you gain points towards unlocking doctrines by fighting with late game units, earning great generals and admirals gives a free doctrine.
>each unit class has its own docrtrine that unlocks additional optiins in the atomic, information, and future eras
>you gain options for doctrines based on the combat experiences of your empire's soldiers.
 
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What *I* would like from Civ VII:

More organic:
There is no XXX of the XXX. At the beginning of the game, you choose a set of goals and gain abilities towards those goals. You want to be bellicose? Gain some strengths toward recruitment or veterancy... You want to focus on trade, gain some advantages towards luxuries and pack animals... and so forth.

You start as a basic tribe, much like the barbarians are now. You set up your camp and start working a couple tiles. You're offered a choice of abilities based on where you start. The game follows how you play and you're offered abilities based on what you've been doing well in addition to new abilities.

There are random events which offer pros and cons that make each game unique.

Less iconoclastic:
Get rid of the immortal leader. Once the turns get shorter, have a council of elders... make those government types actually mean something. Have an oligarchy, Get a ruling class, get a Dynastic Family, get a Dictator... etc. Worry about rivals and politics both internal and external. You want to have an alliance with an AI? Marry someone off to them to help strengthen bonds. Send hostages as surety. In other words, make politics more dynamic. Make the game less about conquering everyone and more about making your country the best!

As we see from the hype over Old World and Humankind, people are looking for an experience beyond the board game mentality of Civ. Old World looks very interesting to me, but I'd much prefer a game in the scope of Civ.
 
I like the idea of there being a deeper politics system, there are a lot of mods for Civ V that add one in some way.
 
Financial Victory:
>gold is now expressed as a custom currency in trade, the currency's exchange value is based on your empire's economy
>currencies are originally exchanged with gold at a 1:1 ratio but potentially change over time in accordance with what happens throughout the course of the game.
>the value of one civ’s currency would stack up against another civ’s and the original value of gold; this determining the purchasing price for items and the value of the currency in trades.
>currencies stack independently in a civ's treasury, and when a civ's gold generation goes negative, they would be forced to switch to the foreign currency they currently have the most of to conduct trade.
>as such your internal economy and choice of trade routes or trades with other civs becomes a source of economic pressure on other entities. city states, guilds, and corporations offer services that cost gold which are modified based on the exchange rate of the currency they have gained the most of.
>there are special economic entities that form from the work of citizens and great people in your empire. these independent entities are the key to finamcial victory and cause gold gain and trade to ramp up massively through the mid to end game.
>guilds appear starting in the medieval era. multiple specialists of the same class working the same tile or building become a guild that generates lots of gold and a unique bonus
>guilds can be upgraded through great merchants or late game buildings, turning them into corporations that produce unique luxuries which improve the value of trade routes and buff your currency. you can found a corporation without a great merchant if you have a monopoly on a resource. guilds are local while corporations spread globally via trade routes.
>guilds and corporations are independent entities that will try to control unclaimed or unworked tiles and resources, they create their own units and buildings. corporations offer quests similarly to city states
>corporations can be paid large sums of money to complete special projects in your cities. citizens that work in corporation-made buildings provide large amounts of production and gold but lose happiness.
>corporations can be flipped to another currency if a civ buys enough shares in it to become its majority shareholder. civs generate shares each turn based on the corporations presence in their cities.
>the majority shareholder determines the currency a corporation trades in and gains bonuses from any products the corporation sells. a civ that is the majority shareholder of all corporations wins the game via financial victory.
 
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