We need Brave New World for Civ 6. BNW in Civ 5 was critical to making that game a success. It added late game mechanics like Ideology and World Congress, that move the early game about squabbling city states, to a late game about Global Hegemons, International Conflicts and Word Wars. Civ 6 needs the same thing. The late game is dull and lacks conflict, there are key mechanics from Civ 5 that the game is still missing, and there are existing mechanics from RnF and GS that still need more work. Brave New World for Civ 6 could be a Third Expansion, or could maybe just be covered by one or two smaller DLCs. I don't mind either way. But Civ 6 really needs the equivilent of Brave New World for the game to feel complete, and go from "excellent" to "best Civ / 4X ever". Here's what I think the game needs specifically. Ideological Pressure. BNW introduced Ideological Pressure, which used Tourism to cause happiness / amenities in neighourboring Civs to be reduced if you had differing ideologies. Civ 6 needs an equilevelent to Idelogical Pressure, which ties together Tourism, Amenities and Loyalty, which in turn creates more tension around what Tier 3 and 4 Goverments you pick and generates more global conflicts. You could have Tier 4 Governments exert additional Ideological Pressure, which would help buff those Governments, and also maybe introduce some negatives to switching Government types so that forcing someone to switch from say Democracy to Communism because of Ideological Pressure becomes a tough choice.You could also obviously have World Congress Resolutions which focus Ideologies and buffs to Alliances for shared Ideologies. As part of introducing Idelogical Pressure, I think FXS also need to tweak Amenities and Maintenance Costs generally, to create a bit more empire management challenges in the late game, and then add some Ideology related Wonders like the Pentagon, Prora etc. Late Game Governors. Governors are essentially the Civ 6 version of Civ 5's Social Policies (e.g. Victor=Honour, Magnus=Liberty, Liang=Tradition, Moshka=Piety, Reyna=Commerce, Amani=Patronage, and Pingala=Rationalism). That's cool, but what's missing is mid to late game Governors that sort of mirror Civ 5's Ideologies. It would be pretty easy to implement too - just have certain Governors unlock with the Tier 3 and 4 Government Civics. You could have new Governors unlock that focus on Colonial Cities (i.e. a Colonial Governor) and more "Idelogical" Governors that focus on Ideological Pressure, the World Congress, Spies and or that can be placed in other Civs (a bit like Ibrahim). One advantage to this is that it'd make Governors more dynamic, because they wouldn't all be available at the start, and not everyone would unlock the same Governors. It would also allow Governors to overlap a bit more, so instead of having e.g. just one "Science" Governor (Pingala) or one "Ambassador" Governer (Amani), you could get a second Govenor that overlaps a little with those, so you could potentially have more that one "Science City" or more than one Governor in various City States. Future Tech. Future Tech feels very underwhelming - there's only one Future Tech unit which is the GDR; and the Future Techs themselves are underwhelming because they largely only boost the GDR (except for that one tech which "boosts" normal units by removing their CO2 cost). Future Tech needs to have more impact, by introducing more future units (and future buildings) and having Future Techs boost other units, buildings etc. FXS should also bring across the orbital layer from Beyond Earth. Review Religion. The current Religion system is pretty cool and works very well. But it could use another pass post the base game. Specifically, I think the beliefs need a balance pass like we had with Pantheons, Apostle Promotions need expansion, Religious Buildings need a significant buff, and Religious Beliefs should unlock more unique units (not just Monks). I think there’s also a good case for letting people continue to recruit Great Prophets, with GPs acting more like Great Generals for Religious Units and being the mechanism for Evangelising Religion and Starting Inquisitions rather than using Apostles. Review World Congress. I know Civ 6's World Congress has copped some flack, but I do think it works really well. But I also think it still needs another pass to really get it right. First, the existing resolutions need another balance pass - a particular issue is that some resolutions just have too many options for the B vote, and some just don't feel like they have much impact at all. Second, the World Congress needs more WC related Wonders, like the Apostolic Palace and the UN Building. These Wonders shouldn't just give you bonuses, but should instead unlock new available resolutions and or emergencies from the World Congress. Ambassadors. Bring back being able to send Spies out as Ambassadors. That would then give Spies three options or "roles", ie Spy, Counter-Spy and Ambassador, and also give everyone a bit more to do with Spies. Ambassadors could have their own missions, focused on diplomatic visibility, buffing spies, enhancing alliances and improving trade routes. And speaking of Spies... Review Spies. Spies are another great mechanic that just need another balance pass. Specifically, I think the number of Spy Missions needs to be reduced (get rid of Recruit Partisans - it's just another reason not to build Neighourhoods - and combine Listening Post and Gain Sources), and some of the Promotions should be consolidated (e.g. combine Siphon Funds and Steal Great Works Promotion, and combine Disrupt Rocketry, Breach Dam and Pilage Industrial Zone Promotions). There should also be one or two Great People or Wonders that increase Spy Capacity, just so there's a bit more variation in how many Spies each Civ can have. Other Low Hanging Fruit. There's other stuff that would be pretty cool that FXS could put into the current mechanics fairly easily. Obvious things to me (beyond units (trebuchet), buildings (hospital, policy station), wonders (zesus) etc), would include an Economic Victory, More Unique Units for Barbarians and or City States, and more "Unique" Districts like the Government Plaza (e.g. maybe Court Houses). Sorry, I know I’ve posted about some of this stuff before. But I thought I’d put it down in one place just one last time. I don’t know what FXS are going to do with Civ 6, and I guess we’re going to find out at some point. But the more I think about it, the more I think the game is still missing “something”, and I think that something is basically what Civ 5’s Brave New World introduced into that game and that game’s overall focus on improving diplomacy, conflict and the late game. Guess we’ll see what happens.