cosmicmangobear
Warlord
- Joined
- Apr 4, 2018
- Messages
- 115
Given that the leaked Gathering Storm roster has been accurate so far, it’s safe to say that we know the lineup already. (RECAP: Hungary, Maori, Canada, Inca, Carthage, Mali, Ottomans, Sweden, and alternate leader Eleanor of Aquitaine.) However, cryptic allusions to more content down the line for Civ 6 and the glaring omission of series staples suggest a 3rd Expansion in the works for later on.
If one were to come out, which civs and mechanics missing from the game would you like to see included? Throw out your best ideas and suggestions and maybe the Firaxis gods will take heed of our prayers!
Updated:
Byzantium
Leader: Irene
Capital: Constantinople
UU: Dromon (Quadrireme)
UI: Hippodrome (Arena)
Colombia
Leader: Simon Bolivar
Capital: Bogota
UU: Llanero (Cavalry)
UI: Hacienda
Ethiopia
Leader: Zewditu
Capital: Addis Ababa
UU: Oromo Warrior (Slinger)
UI: Cafe (Market)
Italy
Leader: Cesare Borgia
Capital: Florence
UU: Condottieri (Pikeman)
UI: Piazza (Commercial Hub)
———
Alt. Leader: Andrea Gritti
Alt. Capital: Venice
Maya
Leader: Six Sky
Capital: Naranjo
UU: Atlatl (Spearman)
UI: Stela (Shrine)
Navajo
Leader: Manuelito
Capital: Window Rock
UU: Windtalker (Spec Ops)
UI: Hogan
Portugal
Leader: Sebastian
Capital: Lisbon
UU: Nau (Caravel)
UI: Celeiro (Granary)
Vietnam
Leader: Le Loi
Capital: Hanoi
UU: Vietminh (Infantry)
UI: Water Puppet Theatre (Amphitheatre)
Features:
Corporations and Economic Victory
The capitalism civic unlocks the “Charter Corporation” ability in Great Merchants. After attracting a great merchant, move them to a commercial hub to be your “Headquarters”. Upon founding a corporation, select an industry (fishing [crabs, fish, turtles], mining [gold, silver, copper] , agriculture [coffee, bananas, spices], textile [sheep, cotton, silk], energy [coal, oil, uranium] etc.) then choose a mission statement (i.e. what kind of bonuses does this corporation grant from obtaining relevant resources), and lastly choose a PR strategy that allows you to access foreign and domestic markets. Once your corporation has enough influence over a foreign corporation, you can send an executive to a competing civs HQ and perform a merger. Economic Victory comes from merging with all competing corporations to gain a monopoly.
Dynamic Barbarians
More advanced interactions with barabarians including the ability to recruit them as mercenaries to attack land units, pirates to attack enemy ships and coastal cities, vassals to work in your cities temporarily, bandits to plunder trade routes, terrorists to cause mayhem in enemy cities, vandals to pillage enemy districts, test subjects to boost scientific research, or refugees to increase your diplomatic standing.
Health and Disease
Overcrowding, pollution, lack of water, and trade routes with unhealthy civilizations can decrease the health of your cities. Combat this with the new Medical Ward district (Apothercary > Infirmary > Hospital) or by sending Great Healers, Shamans, Doctors and Nurses into your cities, and by researching new technologies and implementing health policies. If health drops too much, your civilization experiences a pandemic that will have disastrous results on your population.
Public Opinion
Upon unlocking new policies, certain voter blocs will have competing agendas (i.e. soldiers may want you to implement one policy at the expense of a policy your merchants want passed). If a certain bloc is unhappy with your decision it will harm public opinion of you in your civ, loyalty will drop, and citizens and units will become less effective. As civics progress and you unlock new blocs and governments, that will radically affect the way you pass policies. For example. democratic governments must yield to public opinion, but your citizens remain loyal vs fascists who pass whatever legislation they want at the expense of public opinion but the risk of rebellion is much higher). If your public opinion drops too low, you risk a brand new way to lose the game, a coup.
Colonies
When establishing cities on other continents, you must keep them loyal to the mother civ. They will require more work to keep, but they wield powerful benefits. However, colonies will become much harder to maintain as the eras progress and they want independence. If your colonies do rebel, they will declare themselves a commonwealth and function as minor nation akin to several city states united one rule.
If one were to come out, which civs and mechanics missing from the game would you like to see included? Throw out your best ideas and suggestions and maybe the Firaxis gods will take heed of our prayers!
Updated:
Byzantium
Leader: Irene
Capital: Constantinople
UU: Dromon (Quadrireme)
UI: Hippodrome (Arena)
Colombia
Leader: Simon Bolivar
Capital: Bogota
UU: Llanero (Cavalry)
UI: Hacienda
Ethiopia
Leader: Zewditu
Capital: Addis Ababa
UU: Oromo Warrior (Slinger)
UI: Cafe (Market)
Italy
Leader: Cesare Borgia
Capital: Florence
UU: Condottieri (Pikeman)
UI: Piazza (Commercial Hub)
———
Alt. Leader: Andrea Gritti
Alt. Capital: Venice
Maya
Leader: Six Sky
Capital: Naranjo
UU: Atlatl (Spearman)
UI: Stela (Shrine)
Navajo
Leader: Manuelito
Capital: Window Rock
UU: Windtalker (Spec Ops)
UI: Hogan
Portugal
Leader: Sebastian
Capital: Lisbon
UU: Nau (Caravel)
UI: Celeiro (Granary)
Vietnam
Leader: Le Loi
Capital: Hanoi
UU: Vietminh (Infantry)
UI: Water Puppet Theatre (Amphitheatre)
Features:
Corporations and Economic Victory
The capitalism civic unlocks the “Charter Corporation” ability in Great Merchants. After attracting a great merchant, move them to a commercial hub to be your “Headquarters”. Upon founding a corporation, select an industry (fishing [crabs, fish, turtles], mining [gold, silver, copper] , agriculture [coffee, bananas, spices], textile [sheep, cotton, silk], energy [coal, oil, uranium] etc.) then choose a mission statement (i.e. what kind of bonuses does this corporation grant from obtaining relevant resources), and lastly choose a PR strategy that allows you to access foreign and domestic markets. Once your corporation has enough influence over a foreign corporation, you can send an executive to a competing civs HQ and perform a merger. Economic Victory comes from merging with all competing corporations to gain a monopoly.
Dynamic Barbarians
More advanced interactions with barabarians including the ability to recruit them as mercenaries to attack land units, pirates to attack enemy ships and coastal cities, vassals to work in your cities temporarily, bandits to plunder trade routes, terrorists to cause mayhem in enemy cities, vandals to pillage enemy districts, test subjects to boost scientific research, or refugees to increase your diplomatic standing.
Health and Disease
Overcrowding, pollution, lack of water, and trade routes with unhealthy civilizations can decrease the health of your cities. Combat this with the new Medical Ward district (Apothercary > Infirmary > Hospital) or by sending Great Healers, Shamans, Doctors and Nurses into your cities, and by researching new technologies and implementing health policies. If health drops too much, your civilization experiences a pandemic that will have disastrous results on your population.
Public Opinion
Upon unlocking new policies, certain voter blocs will have competing agendas (i.e. soldiers may want you to implement one policy at the expense of a policy your merchants want passed). If a certain bloc is unhappy with your decision it will harm public opinion of you in your civ, loyalty will drop, and citizens and units will become less effective. As civics progress and you unlock new blocs and governments, that will radically affect the way you pass policies. For example. democratic governments must yield to public opinion, but your citizens remain loyal vs fascists who pass whatever legislation they want at the expense of public opinion but the risk of rebellion is much higher). If your public opinion drops too low, you risk a brand new way to lose the game, a coup.
Colonies
When establishing cities on other continents, you must keep them loyal to the mother civ. They will require more work to keep, but they wield powerful benefits. However, colonies will become much harder to maintain as the eras progress and they want independence. If your colonies do rebel, they will declare themselves a commonwealth and function as minor nation akin to several city states united one rule.
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