[NFP] What features/improvements do you hope they add in the remaining updates?

I think we can expect some more Bug and Balance Fixes (inclusing NFP's). And for NFP, we might get an Update for the Game Modes (polished Effects, AI making better use of the Modes..etc).

What I would like to see in the remaining Updates are:

1) A similar approach to City-States like the Barbarians Mode:
- As @Aussie_Lurker suggested, better City-State Relationships,
- Bribing CSs to not Attack you,
- Pay Mili/Maritime CSs Gold to attack a Civ, Pay Gold to Science/Culture/Faith CS to get double the amount of the Bonusses for a limited amount of Turns, Paying Gold to Production/Trade CSs to close a certain Civ to send Envoys/remove an Envoy of that Civ and to stop a Trade between them for a limited amount of Turns (if not suzerain).
- CSs turning to Civs,
- Decaying Envoys send to a CS,
- Tading resources with them...etc.

2) More Diplomacy Options (Stop The war against (City-State - Suzerained or not), Please make Peace with my Friend(Civ), You should Declare war on (Civ)...etc), lend Gold from other Civs, better Alliance Bonusses for each Type...etc.

3) Tourists in a City Affect the Yields generated (so that Tourism won't be useless when not playing for a Cultur Victory), and perhaps also influencing Religious Pressure.

4) Happiness/Amenity Overhaul. Like a City being able to get more Amenities from a Luxury Resource already used by that City, with Luxury Resources Giving less amenity to a City with each amount of a resource available (1=>4 amenity, 2=>6, 3=> 7(max)), and the remaing amenities (2 amenities from 2 amount of a resource, and 5 from 3) get distributed to Cities that hasn't reached tha max use of that Resource's Amenities. (I hope it's not confusing)

(Most of) These should be realistically, yet I'm keeping my Hopes low.
 
4) Happiness/Amenity Overhaul. Like a City being able to get more Amenities from a Luxury Resource already used by that City, with Luxury Resources Giving less amenity to a City with each amount of a resource available (1=>4 amenity, 2=>6, 3=> 7(max)), and the remaing amenities (2 amenities from 2 amount of a resource, and 5 from 3) get distributed to Cities that hasn't reached tha max use of that Resource's Amenities. (I hope it's not confusing)
I was thinking that products that you produce by corporations should be able to give amenities to the city that they are housed in considering we already have manufactured luxury products given out by great people that give amenities.
 
I was thinking that products that you produce by corporations should be able to give amenities to the city that they are housed in considering we already have manufactured luxury products given out by great people that give amenities.
Yeah, that's really odd. Considering that a Product can be slotted in a City that doesn't even benefit from that product's resource, the City Should get Amenities from that product (Actually even if it benefits from the same Luxury Resource of that product, because it's something different).
 
Some excellent ideas here, I must say. If I were a betting man, I'd probably put my money on the final game mode being related to either Religion or Ideology. I guess we'll see in about a month from now ;).
 
Specialists. I feel like there is a lot of potential here never tapped into and the developers have almost completely ignored them. Districts was one of the big new things for Civ6, but for some reason they made citizens working them as specialists worse than previous Civ games. Didn't even make them generate GPPs :(

In late game working the land should not still be where the best yields come from. There should be multiple ways to boost specialists so that by late game they give some of the best yields - techs, civics, buildings (more than some tier 3), policies, wonders, governor promos, etc... Why do techs and civics boost improvement yields but not specialists? Why do factories give you so much production without anyone even working them? Or if they made so specialists are the primary source of GPPs then that would also be a way of adding value to them besides yields.

Specialists have been so thoroughly ignored that even modders cannot do much about it because Firaxis has not added a single modifier/effect for specialists. Only the specialist base yields can be changed or buildings can increase the yields of specialists in their district (no impact on other districts). Some mods have made so specialists produce GPP, but I don't think this was possible until recently. Which brings me to one last hope besides specialist updates - I hope the DLL is released so modders can address shortcomings like this themselves and make even more fantastic mods than what is possible now.
 
Specialists. I feel like there is a lot of potential here never tapped into and the developers have almost completely ignored them. Districts was one of the big new things for Civ6, but for some reason they made citizens working them as specialists worse than previous Civ games. Didn't even make them generate GPPs :(

In late game working the land should not still be where the best yields come from. There should be multiple ways to boost specialists so that by late game they give some of the best yields - techs, civics, buildings (more than some tier 3), policies, wonders, governor promos, etc... Why do techs and civics boost improvement yields but not specialists? Why do factories give you so much production without anyone even working them? Or if they made so specialists are the primary source of GPPs then that would also be a way of adding value to them besides yields.

Specialists have been so thoroughly ignored that even modders cannot do much about it because Firaxis has not added a single modifier/effect for specialists. Only the specialist base yields can be changed or buildings can increase the yields of specialists in their district (no impact on other districts). Some mods have made so specialists produce GPP, but I don't think this was possible until recently. Which brings me to one last hope besides specialist updates - I hope the DLL is released so modders can address shortcomings like this themselves and make even more fantastic mods than what is possible now.

I concur, Specialists providing bonuses to District Building Yields seems like such a no-brainer that, for several weeks after the game first came out, I assumed that was how it already worked.
 
If I were a betting man, I'd probably put my money on the final game mode being related to either Religion or Ideology. I guess we'll see in about a month from now ;).
I would love to get an Ideology Mode, but it's the least likely Mode we can get. Because it would require a lot of work (way more than the Modes we got so far) and some rework of some existing Mechanics (relationships, City Happiness/Loyalty). Still, since the Devs said that the last Modes of NFP will be the ones they think the Players will play the most with (Industry: Great, Barbarians: Looks Awesome), and because these last two Modes are mainly Community requests (which explains why they expect the Players will like them the most), we might actually get an Ideology Mode.

Perhaps we can speculate what kind of Mode we will get based on the Communities demans in the Past.
From what I have seen, there was a claim for:
- Industries/Corporations
- Colonisation/Vassalization
- Deseases/Plagues (IIRC they said there won't be a Deseases Mode)
- Dynamic Barbarians
- Dynamic City-States
- Ideology Systeme

Since an Ideology systeme would be more complicated than a Colonisation Mode, I think the last Mode will Focus on Colonisation/Vassalization, and perhaps with refined CSs (so we could actually get 2 wishes fulfilled). And it's more likely because we will get a New Map, that might be suited for colonisation.
 
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I would love to get an Ideology Mode, but it's the least likely Mode we can get. Because it would require a lot of work (way more than the Modes we got so far) and some rework of some existing Mechanics (relationships, City Happiness/Loyalty). Still, since the Devs said that the last Modes of NFP will be the ones they think the Players will play the most with (Industry: Great, Barbarians: Looks Awesome), and because these last two Modes are mainly Community requests (which explains why they expect the Players will like them the most), we might actually get an Ideology Mode.
I'm not sure if an ideology mode would need to be that complex.

I would think it could tie into the agenda system where leaders gain a late game agenda based off the type of government that they choose. It would probably have to replace the late game random agenda. At least that's how I see it considering the next one isn't using loyalty systems, or anything from R&F or GS.

Since an Ideology systeme would be more complicated than a Colonisation Mode, I think the last Mode will Focus on Colonisation/Vassalization, and perhaps with refined CSs (so we could actually get 2 wishes fulfilled). And it's more likely because we will get a New Map, that might be suited for colonisation.
I do think that colonization/vassal mode might be likely though especially if it comes shipped with Portugal, or even a Native American civ, for theming purposes. :mischief:
 
For specialists, I think they can be fixed fairly easily - make them all provide the appropriate great person point and improve the yields.

Now as to improving the yields I think there are a few valid methods this could be done:
1. Make it so the adjacency bonus is the specialist yield (maybe with a constant added varying on the district). This would work the best within the games ethos, as a good base tile would involve more yields down the line as well. The encampment would have to gain an adjacency bonus as well here, but that shouldn’t be overly hard.
2. Make it so each building adds yields to the specialist. Like the first buildings gives the current 3 and each building after adds 2 on top. This is logical and makes sense, though I believe less fun and dynamic.
3. Make it so the policy cards that provide bonuses to cities with a high enough adjacency or population now provide to specialists as opposed to building yields. I like this, but I’m also fine with where the building yield cards are now, so I’d be least inclined to try this.

Also they will need science and culture cost to scale up dramatically if they do this, potentially from the Renaissance Ages onward.
 
I would love to get an Ideology Mode, but it's the least likely Mode we can get. Because it would require a lot of work (way more than the Modes we got so far) and some rework of some existing Mechanics (relationships, City Happiness/Loyalty). Still, since the Devs said that the last Modes of NFP will be the ones they think the Players will play the most with (Industry: Great, Barbarians: Looks Awesome), and because these last two Modes are mainly Community requests (which explains why they expect the Players will like them the most), we might actually get an Ideology Mode.

Perhaps we can speculate what kind of Mode we will get based on the Communities demans in the Past.
From what I have seen, there was a claim for:
- Industries/Corporations
- Colonisation/Vassalization
- Deseases/Plagues (IIRC they said there won't be a Deseases Mode)
- Dynamic Barbarians
- Dynamic City-States
- Ideology Systeme

Since an Ideology systeme would be more complicated than a Colonisation Mode, I think the last Mode will Focus on Colonisation/Vassalization, and perhaps with refined CSs (so we could actually get 2 wishes fulfilled). And it's more likely because we will get a New Map, that might be suited for colonisation.

I couldn't see an Ideology Mode being any more complex with what they're doing with Barbarians this month. Still, I guess we shall see, come March.
 
A simple thing that I think could help make diplomacy more interesting is making city happiness give direct diplomatic favor return; happy cities provide +1 diplomatic favor/turn, and ecstatic cities providing +3 diplomatic favor/turn. Perhaps this could be extended on the negative end as well, though it would have to be after a larger threshold. Would encourage DV strats to optimize the happiness game the most.
 
I would really like to see a return of the Great War Infantry unit. even the rifleman if it was moved back into the same category of units. I loved how the standard foot soldiers were upgraded by era essentially throughout the game in Civ 5 and I really miss it in Civ 6. I'll admit that single fact kept me playing Civ 5 an extra two years after I got Civ VI. Now the game play in 6 is a lot of fun, but I still miss those progressions. It made it fun to fight an opponent who hadn't upgraded yet or even vice versa...
 
Wishful thinking, but I'd like to see either one of two polar opposite game modes. Either:

A,) Similization City Game Mode: As someone who loves isolated starts, just building the perfect cities and empire, and finds the military campaigning aspect of the game a bit of a nuisance (especially considering how atrocious the AI is at it across all difficulty levels), this would be perfect. On the map, it's just you, city-states, and the barbs. Other civilizations are off-map, so you can still engage in diplomacy with them, and they have global yields that they're generating behind the scenes (which you can only see via espionage activity). so you can still trade with them and they aren't an infinite source of gold from your excess resources. Wonders have a preset but variable time in which they are no longer available to build (and you get a notice "Russia has constructed Stonehenge.") In order to keep a purpose for military units beyond barb defense, each city has a security rating, the demand for which increases with city size and is based on the number and combat strength of units within its borders (with that value being halved if the unit is outside of the borders but within 3 tiles), meaning that exploration comes at a cost. However each level of walls counts as an extra copy of the strongest unit you have in that city and adds a small percentage multiplier (10% per level of walls) to military units in the city's borders. Meeting the security threshold of a city has no effect, falling below it subtracts amenities and allows for negative random events varying in degree based on how far below the security threshold you are, from losing loyalty, to losing a population point due to civil unrest, up to a city revolting to a free city. Being above the security threshold can add amenities and allow for tiered positive random events - research breakthrough (+20% science in that city for 10 turns), optimum study location (free pick of one great person of any type) covenant (free relic.) And then just build away in your sandbox.

B.) Always at War Game Mode: All civs are always at war with all other civs, though this doesn't necessarily mean an all-out aggression fest. You can have diplomatic interactions with civs that you are at war with including trade deals, just that upon meeting a civ, you can fight their military units, steal their civilian units,pillage their tiles and conquer their cities until you establish some method of cease-fire. You can opt to diplomatically interact with other civs but still have border disputes but accrue a marginal amount of grievances per action. Establishing an embassy creates a 20-turn cease-fire, which upon expiration can be reestablished at a cost to whichever civ has a lower military strength. Establishing friendship brings it to the normal state of Civilization.

And I've searched around for suggestion threads about how to fix the state of monopolies tourism effects but haven't found any outside of the game mode discussion thread, so I'll post my suggestion here: Monopolies have a maximum effect of 5% tourism modifier per resource monopoly (3% when owning 60% of the nodes, 4% when owning 80% of the nodes) and this applies to all civilizations that do not have access to that luxury including if you trade it to them. So in order to have the multiplier apply, you have to forgo the benefits of selling the resource to the AI. Additionally, you generate grievances by having extra copies that you aren't trading off with civilizations that don't have access to a copy of it (i.e. the civs that you aren't selling it to.) Note that having a single copy that you're using for it's amenities then wouldn't generate any grievances and having extra copies of abundant resources (whales, turtles, etc) don't generate any grievances if you are selling one to everyone who doesn't have their own copy. I play on small maps, so this means that having a full monopoly of all resources on my continent would grant a 20% bonus and extending to the 2nd out of 3 continents on the map, which usually would require aggression and often extermination, and getting a full monopoly on that continent's 4 luxuries would bring that to a 40% bonus, which seems reasonably balanced. If larger maps have more different luxuries, scale it down appropriately. Seems pretty simple and balanced.
 
I'd love a few of these ideas:

1. Colonization
2. Revolutions (They are so lame)
3. Puppet Nations (Thing about Rome over Israel)

Continents are now more important. Cities on other continents have a -10 loyalty if monarchy, autocracy, or chiefdom. Non-representative govs.
Cities are now grouped into sections. These are based off continents and areas (Examples for areas, The Middle East, The Midwest, ect). Loyalty per city is now averaged out for section loyalty. If a city reaches -100 it will still become a free city. However if the average of an section is under a certain number it will start to show signs of discord (Lower production, Lower gold input), after a random amount of turns a popup will appear displaying an event (Boston Tea party, Boston Massacre are real life examples) After three of these an open revolt will happen. The section will become its own civ in a way. It wont have unique abilities or a leader. It will have a few UUs. If they win the war they become a full civ with a leader, UA, UU, and UI.
 
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