Seems a lot like Health in Civ IV. I miss it!
I like your idea, except the small detail that military shouldn't deal with crime, police and military should be seperate, at least in modern eras.
Thank you! Since I have never played Civ 4, the Health/Sanitation idea was mostly inspired by Total War: Attila, The Black Death scenario and, well, my infectious diseases and epidemiology courses
Concerning the military involvement in the Crime mechanic: I think it would make sense both history-wise and gameplay-wise. Garrisoned armies can secure loyalty and stability, reduce crime and crush riots. Military-independent crime-battling mechanics, however, need not to appear only after the Modern Era. Things like city watch, municipal courts and judges and public works are not by all means modern inventions.
By the way, here are some more ideas I've conjured, hope you enjoy.
1. Extended Diplomatic Options: Unions, Vassals and Sattelites.
I personally think the diplomatic side of Civ6 direly lacks complexity and profoundness. part of this issue stems from the AI imperfections and drawbacks of existing mechanics, but the rather scarse arsenal of available diplomatic options also makes a contribution. For example, I really miss the Vassalage system from Vox Populi. The big point here is to persuade player to actually make vassals rather than to just gobble up all remaining cities, condisering how valuable the number of cities and generally wide playstyle are in Civ 6 compared to Civ5 VP. What's the point in yield-draining a vassal if you couldve been feasting on those yields all by yourself? I don't think a vast reduction of Grievances penalties and a additional support in World Congress is enough. Maybe the changes to the overall mechanics that make conquering and especially holding on to the conquered cities much harder for a player would be required. In this case, having yourself a vassal state would actually be more beneficial and interesting.
As to the Unions, I see them as a direct continuation of Alliances. If more than two civs have mutual Alliances with each other, they would get an ability to form a Coalition (Tier 1 Union), which retains all the Alliances bonuses combined plus combined diplomatic power in Congress and possibly some other benefits, e.g. to GPP generation, Trade Routes within the Union, was against a common foe etc. Tier 2 Union would be Confederation, at which point two or more civs would merge together, their color schemes combined (randomlyif founded by AI and selected by the player if founded by them). Essentially one big civ is created, and all the previous benefits and bonuses are still there. If you form a Confederation, your partner's cities would probably have to become Sattelites (more on that later). Tier 3 is Federation, and it's basically a quite broken peacefull conquest option amenable to diplomatic powerhouses like Canada. The size of a Union is not limited at its foundation: later you can send requests or demands to join you to other civs.
Sattelites would work quite similar to their Civ5 counterparts: yield generators, in which you can but stuff, but can't build stuff. Reserved for cities you don't want directly under your control, either because of an undesirable location or because you can't actually hold it.
2. Ideologies.
Another Civ 5 thing which, I feel like was unjustly left oveboard on a voyage to Civ6. Communism and Fascism as a government type, really? In real life ideologies are modern religions, behaving and influencing people's minds in a very similar way. This might seem both a bit radical and redundant, but I believe it would make sense if you had a similar mechanics for Ideilogies, with Tenets being akin to Beliefs (limited selection pool for each Ideology, certainly more options that slots available for the sake of variability), Propagandists being analogous in function to Missionaries, and Security Agents - to Inquisitors. You could even utilize Faith for this mechanics, the sasme way it's now utilized for Rock Bands and Naturalists. Pamphlets and Manifestos as a special Great Works of Writing also would be cool. Imagine the kind of worldwide complex ideological warfare you could wage with this. List of possible ideologies need not be limited to Liberalism, Fascism and Communism. Authoritatism (could be a precursor to Fascism in terms of gameplay), Conservatism, Anarchism, Corporativism, Transhumanism and Envinronmentalism could als be options. You could also have unique ideology-restricted policies, similar to Dark Age policies. A synergy between certain government types and ideologies could also have place.
3. Meaningful government types.
Don't get me wrong, I like Civ6 civics and governments system very much. But doesn't it just feels weird and plainly wrong to you that the only difference between a Classical Republic and a Monarchy is only in terms of available slots and some relatively minor buffs? In real world history different governments behave and react with drastic differences, so I would like to see a part of this rather important distictions implemented, For example, in feudal monarchy it was quite hard to get your lords to fight for you in your wars and maintaining a sizable regular army was even harder, so it would be logical for Monarchy to have a major downdise in realms of producing and maintaining units, while having benefits in others, like mercenaries. In contrast, Republics had various Parties to please, and I would love to see such a mecahnics implemented (your aristocratic party is unhappy? receive a reduction in gold/faith/loyalty and unit production, You merchants are unhappy? Down the toilet go your yields from trade routes).
Those are very rough and sleepy-written concepts, so I'd be very grateful for any feedback!