Alright, here is what I would do if I was making civ 6:
First off, my goals of civ 6:
1. Make the game more involving: something should always be happening.
2. More micro management options for those that love complex games.
3. More player controlled options, but at the same times more random events that add variety to the games.
4. Restore that classic civ feel from civ 2-4. (Not a big fan of most of civ 5)
5. Try to model real historical events to add realism.
Cities:
1. Individual city loyalty meters (when low it will break away from empire, unhappiness lowers meter but troop presence stops rebellions).
2. Once in the future era cities may be built on water tiles. These work in the same way as land cities, but require more worker investment for improvements. Therefore they are only efficient after all land is used.
Units:
1. Military Leaders work like in civ 3 (create armies), but may turn against an empire if the rest of the empire's forces are weak, the empire is at peace for long periods, or the leader is near an unguarded city. Armies may be created or disbanded at will (as long as a leader is present).
2. Ranged combat (like in civ 5) is only unlocked after firearms are developed.
3. Once in the Industrial era units can move onto mountains.
4. Limit of 5 units per tile, but armies only count as one unit.
5. Land units can never cross water tiles without transports.
6. Workers and settlers do not count towards the 5 unit per tile (upt) military limit, but have a similar 5 limit.
Resources:
1. Resources are in limited amounts on the map, but new deposits appear frequently.
2. Some resources (biological ones) replenish each turn, but may migrate, die off, or spread out.
3. Most resources are used upon completion of a unit or are used every turn by a building (such as a factory). If a resource runs out, the building which uses it will cease to function. Units built with a resource before it runs out will still act as normal until it is destroyed (no negative combat bonus like in civ 5).
4. When resource-built units are destroyed, non-biological resources will lay on the battlefield. These act like normal resources.
5. Later in the game some resources produce waste (such as uranium). This can be cleaned up, or dumped somewhere else (but other empires won't appreciate having you dump waste on their coal mines...)
6. Some late game resources can be created artificially through buildings and other resources (whales can make oil).
Improvements:
1. workers can once again work together to finish constructions.
Empire Management:
1. New info screen for secrets which occurred between countries. If an empire poisoned the water of another empire's city, it would be recorded on the first empire's log for a certain period of time. However, any empire con potentially steal this info using the new espionage system, and hinder the relationship between the two countries.
2. Science sliders are back, with more categories. These include science, education, treasury, espionage, and entertainment (happiness). (I might think of other areas later.) However, the sliders now go by 1% instead of 10%.
Combat:
1. Every unit has two combat strengths: offensive and defensive (like in civ 3). Ranged units have an additional strength value: bombardment.
2. Every unit has 20 hit points.
3. Everything else works just like in civ 5.
Events:
1. Random events occur all of the time, and are split into combat, diplomacy, map, and empire variants.
Espionage:
1. Works in the same way as in civ 4, but with more options, in order to actually have espionage wars. (cyber-warfare)
Tech:
1. Fully developed future era with new units, buildings, improvements, and abilities.
2. Ability to terraform in late game.
Religion:
1. Back in the game, but each religion has unique bonuses and all religions are fictional.
Diplomacy:
1. Where should I start??? Just go back to civ 4 AI.
That's all I've got for now. So tell me, what would you do with civ 6?
First off, my goals of civ 6:
1. Make the game more involving: something should always be happening.
2. More micro management options for those that love complex games.
3. More player controlled options, but at the same times more random events that add variety to the games.
4. Restore that classic civ feel from civ 2-4. (Not a big fan of most of civ 5)
5. Try to model real historical events to add realism.
Cities:
1. Individual city loyalty meters (when low it will break away from empire, unhappiness lowers meter but troop presence stops rebellions).
2. Once in the future era cities may be built on water tiles. These work in the same way as land cities, but require more worker investment for improvements. Therefore they are only efficient after all land is used.
Units:
1. Military Leaders work like in civ 3 (create armies), but may turn against an empire if the rest of the empire's forces are weak, the empire is at peace for long periods, or the leader is near an unguarded city. Armies may be created or disbanded at will (as long as a leader is present).
2. Ranged combat (like in civ 5) is only unlocked after firearms are developed.
3. Once in the Industrial era units can move onto mountains.
4. Limit of 5 units per tile, but armies only count as one unit.
5. Land units can never cross water tiles without transports.
6. Workers and settlers do not count towards the 5 unit per tile (upt) military limit, but have a similar 5 limit.
Resources:
1. Resources are in limited amounts on the map, but new deposits appear frequently.
2. Some resources (biological ones) replenish each turn, but may migrate, die off, or spread out.
3. Most resources are used upon completion of a unit or are used every turn by a building (such as a factory). If a resource runs out, the building which uses it will cease to function. Units built with a resource before it runs out will still act as normal until it is destroyed (no negative combat bonus like in civ 5).
4. When resource-built units are destroyed, non-biological resources will lay on the battlefield. These act like normal resources.
5. Later in the game some resources produce waste (such as uranium). This can be cleaned up, or dumped somewhere else (but other empires won't appreciate having you dump waste on their coal mines...)
6. Some late game resources can be created artificially through buildings and other resources (whales can make oil).
Improvements:
1. workers can once again work together to finish constructions.
Empire Management:
1. New info screen for secrets which occurred between countries. If an empire poisoned the water of another empire's city, it would be recorded on the first empire's log for a certain period of time. However, any empire con potentially steal this info using the new espionage system, and hinder the relationship between the two countries.
2. Science sliders are back, with more categories. These include science, education, treasury, espionage, and entertainment (happiness). (I might think of other areas later.) However, the sliders now go by 1% instead of 10%.
Combat:
1. Every unit has two combat strengths: offensive and defensive (like in civ 3). Ranged units have an additional strength value: bombardment.
2. Every unit has 20 hit points.
3. Everything else works just like in civ 5.
Events:
1. Random events occur all of the time, and are split into combat, diplomacy, map, and empire variants.
Espionage:
1. Works in the same way as in civ 4, but with more options, in order to actually have espionage wars. (cyber-warfare)
Tech:
1. Fully developed future era with new units, buildings, improvements, and abilities.
2. Ability to terraform in late game.
Religion:
1. Back in the game, but each religion has unique bonuses and all religions are fictional.
Diplomacy:
1. Where should I start??? Just go back to civ 4 AI.
That's all I've got for now. So tell me, what would you do with civ 6?