Civ VI Future Expansions Speculation

UncivilizedGuy

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Civ VI looks like it's gonna be very well rounded right out of the gate which has me excited. So what could the future possibly hold? I'm not talking about DLC Civs. This is obviously a given.

Older versions of Civ mechanics that may come back but likely will not could be Health, Pollution, Crime, Random Events. It seems like Firaxis has drifted away from mechanics that impede progress and Health is a bit redundant when Food already has a direct impact on growth.

I'm sure more Wonders and Buildings are in store. Although the World Congress will not be in Vanilla and I think it's the most likely thing to make a comeback. Any ideas? I think a little imagination is in store...
 
They will almost definitely have some form of World Congress come back (and possibly Diplomatic Victory)

I would like to see
-rebellions (not city flipping, but unhappy cities generate rebels to Liberate the city)
-spreading cultural influence (If a city spends enough time trading with a culturally powerful French city (both the city and France being culturally powerful), then they won't be as unhappy/rebellious when the French conquer them)

-improved natives (tribal villages)
 
I still haven't given up hope that finally there will be some feature like the Revolutions Mod (Civ4) or Rhye's RFC stability feature which put the player an AI under the risk of breaking up of their large empires.
Although I understand that Civ is primarily a strategy game I like the simulation part of it. Due to the snowballing effects large empires didn't face serious threats in the last vanilla iterations. Mainly it was science that took a hit, but apart from that not much. In historical reality major empires always faced serious threats of uprisings or breakup. Their opponent where not foreign powers but internal rivalries and dynastic conflicts.
I'd really love if that could/would be modelled somehow in Civ6.
 
Something I would like to see is Nationalized Industries or Corporations. Depending on the Social Policy or Ideology maybe corporations could operate under government control or independently.
 
Some expansion with weather, climate, pollution, health, ecology, global warming (made not frustrating) etc stuff would be amazing. That's huge and very important field not touched by civ5 at all (and barely by any game in series).

Also I'd love to sometimes see rain and snow in civ. Imagine that. It could work randomly ("hard winter") or slowly pass like time of day in base game. Imagine civ game in which you go north from equatorial hot zone until you encounter continental climate and Russian winter.

The name of that expansion would be for example "Divine Wind".
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Another expansion could be devoted to expanding civics, amenities and governments system - for example introducing stability, returning golden ages, rebels, revolutions, taxes etc.
 
On my personal wishlist there is the following:
> Corporations (could have similar mechanics to religion again) with an economic victory
> Pollution, global warming, natural disasters and maybe...the plague
> rules for colonies, including vassals & declarations of independence
> the option to make contracts with more than 2 parties --> like a no-nuclear-weapon declaration or an trade embargo against a warmonger (this could very well even replace the United Nations)
> paying barbarians to not attack you, or, to attack someone else who is close by; BUT: the more money they get, the mightier they become...; I would also like barbarians to adapt to the different eras, later on turning into rebells, terrorists and so on
 
I REALLY want the ability make other civs your vassals back from civ4, along with the domination victory. If I can become the undisputed hegemon of the world, that is surely as good a victory as any, yes?
 
Vassalization, Empire broking up, Economic Victory, you name it. They had done these before, and they are probably only taking some time to make us yearns for it

I had a hunch that World Congress is just being shifted to the 2nd expansion just for $$$ reasons.. a marketing strategy if you will.
 
Because the World Congress is mysteriously missing, I wonder if this might be a sign that they are planning a major diplomacy expansion.
 
Some expansion with weather, climate, pollution, health, ecology, global warming (made not frustrating) etc stuff would be amazing. That's huge and very important field not touched by civ5 at all (and barely by any game in series).

Also I'd love to sometimes see rain and snow in civ. Imagine that. It could work randomly ("hard winter") or slowly pass like time of day in base game. Imagine civ game in which you go north from equatorial hot zone until you encounter continental climate and Russian winter.

The name of that expansion would be for example "Divine Wind".

I'd be interested in this idea, but it'd probably need a different name, since that's the name of Hojo's leader ability.
 
Proper diplomacy would be an interesting idea for an expansion pack. Actual alliances that have a leader, that vote on stuff, etc. True world wars and such things.

And a Zombie Apocalypse scenario.
 
Because the World Congress is mysteriously missing, I wonder if this might be a sign that they are planning a major diplomacy expansion.

This is my guess. It would explain the lack of Persia. They might have figured Cyrus would be a good candidate for an ability based on vassalage to address Persia's satraps.
 
I'd love to see the steampunk scenario's return. And another similar scenarios with great changes in the tecnology tree and units.
 
World Congress and Diplomatic Victory

The World Congress should be a place where civilizations bargain for diplomatic influence, it should rely less on city-states and more on negotiations between civilizations. The range of resolutions should be extended in order to have more options going from embargos to international laws, for example banning war without casus belli, and projects.
The Diplomatic Victory should be about creating a network of alliances and more essentially preserving a somehow world peace through conflict mediation.

Corporations/Market and Economic Victory

The Corporations should be a mixture of what they’re in Civilization IV and what religion in Civilization V looks like. The first corporations should be available during the Renaissance and should be orientated toward trade and luxury/food management, like the British/Dutch East India Company, then when you reach the Industrial era you start unlocking more specialized corporations, such as financial, mining, or entertainment. If used well they should significantly change the mid/end-game experience by giving ways to expand influence through the economy.
The Market should be the place where you can trade resources exploited by the corporations, and it should also be the place where you can acquire shares of other civilizations corporations. If a certain resource becomes rarer or abundant on the Market it might harm the civilizations/corporations relying on such resources, alongside of that you can also speculate on resources or corporations, which increases income generated by the resource or corporation, however if you hit a certain threshold you might start an economic crisis affecting other resources/corporations.
The Economic Victory should be about having the most competitive economy and about being the best at handling economic warfare.

Cultural Influence and Migration

Cultural Influence should be similar with the way it was handled in Civilization V and Migration should be a mixture of how migration works in Stellaris and how the religious followers work.
If you’ve a civilian open border treaty with another civilization, the population might want to move to a more attractive city from another civilization (according to a set of conditions), meaning you might lose or gain population. However if a foreign city has more population coming from your civilization than their own, you’ll have more cultural influence on this city and you also be able to use a casus belli to conquer this city.
Cultural Influence works like in Civilization V, meaning if you’ve more influence over a civilization the population of this civilization will more likely rise if government/religion are too much apart from the ones of the cultural dominant, same in case of war.


Revolts and Civil War


They should enhance the way your population take arms against you in order to make them a real threat. The population should rise according to the level of cultural influence (movement to join another civilization or being independent), their desire to regain their freedom if they’re conquered, their desire for independence if they’re far from the capital and if their cities has a bad economy, and if they want you to change your government, adopt another religion, or stop a war (in those situations you’ll not lose cities). Outside civilizations can use covert operation to help the revolutionaries and destabilize civilizations.
If several cities are taken by revolutionaries they’ll become more complex city-states and less complex civilization, you can make peace with them and allied with them, they have their own military, the casus belli are applied to them, but don’t have envoys and don’t compete for victory.

Obviously

New technologies/civics, new policies, new diplomatic options, such as “redesign borders” during peace deal where you can take tiles without taking cities, new civilizations and city-states, new wonders and units.
 
Along the same vein as many are saying, but i want them to build on ideologies so that ideological pressure can start rebellions in your cities, especially in larger empires and for those "rebels" to be able to have limited diplomatic relations with their corresponding ideological bloc, I.e. Communist rebels can be supplied with loans + units from other communist bloc countries. But doing so creates a casus belli for the blocs, opening up the possibility for larger conflict between blocs.
Edit: and also for those rebels to become their own random civ if they survive long enough.
 
1. Better resource trade

I would like to have an improved trade method instead of only bilateral trade routes or trade agreements.

Many resources were sold on the market for profit. E. g. many countries import oil or coffee by purchasing these resources on the global market. So selling resources for a profit should be possible. City states should also be possible purchasers.

City states should also be able to sell their resources. Becoming a suzerain would mean you control their resources. If the city state is not controlled by anyone then they could sell their resources to the highest bidder. Let city states have access to strategic resources too.

2. More end game techs, building and units

From what we've seen from the tech and civic trees it seems like there are a lot fewer techs, units and buildings available late game than it was e. g. in Civ 5. I would like each eras to last quite some time and not feel we rush through the last eras into victory.

3. Create the United Nations or similar for earlier eras

In the UN it should be possible to form alliances against specific civilizations going to war against city states or other civilizations. One such action against the warmongering civ could be trade embargo. That means no civilizations or city states (except those the warmongering civ is suzerain of) can trade with the offending civ. We could use the UN security council mechanisms and simulate e. g. what happened to Russia after they annexed the Crimea.

E. g. intervening against a warmongering civs should not give the intervening civs a warmonger penalty unless they change the intervention into a war of conquest.

4. Peace agreements should be possible

E. g. it should be possible to cede cities, resources or territory to get peace. Many wars were limited wars where you fought over some disagreement and one side won. The losing side lost some territory and then the alliances changed again. One example is the Napoleonic era.

Going to war again against the same civ after a peace agreement should give increased warmonger penalty. At least for some time after the peace treaty was signed.

I would be nice to have a chance to form bigger trade agreements with other civs and even city states forming blocs like NAFTA, Warsaw pact, NATO, EU etc. The pacts could be economical, military or even political. E. g. a political pact (ala EU) would require that all civs in the pact have the same government, but you should get some benefit from that like open borders, higher trade yields etc. Civs should be able to apply for joining such pacts. With such mechanisms you have a better chance to gang up on the civs you feel are doing the best.

5. Environment rules

We need some kind of rules for pollution without having to clean tiles like we had to in earlier civ games. Some buildings and techs should be able to lower the pollution level. Pollution should at least lower the appeal of cities. It should be more than just having an industrial or airport district present.

Climate change affecting the globe could also be implemented where we could use the UN to negotiate agreements to lower the pollution (at the expense of production and gold). If not dealt with you could see increase in temperatures and maybe change of some hex tiles from e. g. steppe or grassland into desert or tundra into steppe. Some hexes could even change from being a flat land hex into a coastal hex, particularly small island hexes.

Diseases could also be simulated where you need techs like medicine, buildings like hospitals etc. to reduce the outcome of those diseases. You could simulate the black death, Spanish flu, Ebola and even modern pandemics. Such diseases could be local, on a continent or global (later in the game) and it would affect the population levels and even happiness. Maybe you could create events similar to what you had in Civ 5 where civilizations contribute to stop such diseases with tech, gold and production. When you have accumulated enough the disease will disappear and populations will grow again.

6. Random events

Hurricanes, floods, earthquakes, volcanic eruptions etc. has and have an impact on civilizations and it could be nice to have some such effects implemented. Some positive events could be implemented as well.

7. Resources could be dynamic

Some resources could be depleted after a certain amount of time being harvested. Some new could appear. Quite a few of the resources needed surveying to find. E. g. oil, coal, diamonds. Others were present immediately like wine, citrus, rice, cocoa, tobacco etc. It would be nice if you could send surveyors to find minerals, oil etc. in promising areas. Now all oil is revealed on the map when you get the proper tech. Some oil was easily accessible, but e. g. the oil in the North Sea was quite difficult to find. It could be fun finding out you were sitting on hidden resources without knowing it. Surveyors could scan areas and give a percentage chance that you might find something there. Then you could invest money into surveying that hex and then you get the result. With luck a resource appears, otherwise the money is wasted.

8. Units could get upgrades in strength

In real life unit types had a gradual increase in quality and firepower until a different unit type was discovered so the original unit type became obsolete. E. g. for tanks you started with the Pz I as the Germans and during WW2 you ended with a King Tiger II. Quite a big difference in performance. In civ you need to wait for modern tanks before you get a better tank. Let's say the regular tank has an attack strength of 60 and the modern tank has 80 then upgrades to the regular tank should bring it maybe towards 70. The upgrades could be based upon other techs or time since the tech that revealed it was discovered. This way 2 tanks of the same type could have different firepower.

War usually increased the firepower of units because you got the units tested on the battlefield and rapidly found minor improvements. So maybe you could have a mechanism where you gain +1 strength every 10 turns or so you are at war up to maybe max 33% of the unit's initial strength. When you upgrade to a higher level unit type you start from scratch again with 0 upgrades on the new unit type. Having such a mechanism means that a battle hardened civilization should perform better on the battlefield than a country with green soldiers.

A simple way of doing this could be to introduce experience levels for each unit like you have now. In addition to picking an ability you could get a slight increase to your unit strength.
 
I'd imagine new Districts will be introduced in expansion packs. I could see a few possibilities:

- Espionage District - Spawns constructed spies, potential to play with fog of war maybe? (makes it harder for foreign spies to see what's built next to it)
- Border Control - To be built at a national border that touches another; could host gold buildings or Amenity-producing buildings, favouring relations with the nation it's built next to? Providing mutual benefit, or a kind of rubber-band mechanic.
 
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