Actually they said game modes will be "cherry on top" not a big mechanic. So I am not surprised. I still see the possibilities that this approach could be interesting. Even with reused mechanics. What comes to my mind:
1. Great Politicians/Philosophers mode. Adding a new great person the great politician/philosopher. Addressing the lack of late-game ideologies. GP earned from the Government district. Activating GP gives new powerful an empire-wide bonus with a downside like Dark Era Cards. Example Maximilian Robespierre: +1 gold from farms and +4 loyalty in all cities but -5% religion and decreased relations with civilizations with Monarchy and Theocracy (just an example concept)
2. Improvement luxuries mode. Addressing lack of corporations and financial win (a little bit) New crafted luxury resources can be put into slots in various buildings (using Great Works mechanic) New civil unit - craftsman which requires workshop. Craftsman has one charge and can produce crafted luxury. You can choose one from three crafted luxuries (similar like apostle). Luxuries to choose are random. Each luxury provides different bonuses. Example Pottery +2 food + 1 housing; Books +2 science +1 culture; Glassware +2 amenities - Jewelry +4 gold Crafted luxuries assigned to market building gives +2 gold instead of their bonus - so you can reduce the RNG effect and have a flat gold bonus instead
3. Diplomatic League mode: Improves Diplomatic victory (a little bit It needs real revamp). Using Spy mechanic and UI. You grain Diplomat after complete a Diplomatic quarter, diplomatic quarter buildings, discovering Diplomatic Service civic, and reach the time you reach level 3 alliance. You can sen diplomat for missions to AI with an established embassy. Diplomat missions like spy ones have a probability of success. Diplomats can be promoted like spies. Example of Diplomatic Missions - reduce grievances, improve a relationship, reduce loyalty pressure, use AI 1 vote in World Congress
Bonus (improved diplomatic victory) - Keep in mind this is a concept so it is, unpolished, unbalanced, and with provisional naming
1. Each WC Sessions has two phases: Phase 1: voting for the Security Council in the next WC (three Civs, number of Civs in Security Council depends on map size) Phase 2: voting on resolutions for current WC
2. Voting for Security Council: (1 Civilization and CS = 1 vote) CS votes like their sovereign. CS without sovereign abstains. Civilizations with a largest number of votes are included in the Security Council.
3. Choosing Resolutions: Each Civilization in Security Council chooses one resolution to be voted by all Civilizations in the next WC (without CS)
4. Voting on current Resolutions: (chosen on previous WC by members of the Security Council) Number of votes depends on a) number of Diplomats Civilization have 1 diplomat = 1 vote, b) Government: up from Tier 3 Governments +1 vote. c) Additional votes can be bought by Diplomatic Favor (1 extra vote = 500 Diplomatic Favor) and are added permanently to your vote pool. After buying a vote this way you start to collect Diplo Favor from the beginning unless you collect 500 again (or more. it may scale each next vote become more expensive). CS does not vote in this phase.
5. Victory points. If the resolution proposed by you (previously elected to the Security Council) pass you grain 2 Diplomatic Victory Points If you voted for a won resolution proposed by AI you grain 1 Diplomatic Victory Point
6. Diplomats. You will send diplomats to other Civs for two kinds of missions a) offensive mission (convince AI to vote for the Resolution you proposed) b) intelligence missions (gather the clues how Civilization will vote for the resolution proposed by AI) this is the way to hunt for VP if you are not in the Security Council.
7. Passive missions. To know how other Civilizations will vote in the next WC you use your diplomats to gather the clues in a passive mission. The clues are like "Civilization A will vote similar to Civilization C on 2. resolution". From gathered clues, you must figure out how the voting will look like in a logic minigame. The more clues you gather the easier you can solve a voting puzzle. The number of clues you earn depends on the number of diplomats, their experience, and... luck. But you can play around this RNG choosing a longer mission but with a higher probability of success, or a shorter mission with a lower probability of success. It is up to you how you manage time between WC.
8. AI earns 2 VP if is chosen for the Security Council. Ai does not earn VP for voting for the wining ressolution.
9. Only you may choose a resolution that takes away VP
10. VP for World Wonders, Emergencies, Aid requests, etc rest as they are
11. Conquering capital city and CS always takes away 2 VP. You do not lose VP if the conquered city is returned to their previous owner.
I’d like a mode where all uu are removed, and then the ‘design’ for them can be found in goody huts, but only once for each. Or some system that shuffles UU anyways, and makes it competitive to earn them.