Civilization VI: Possible New Abilities Thread (No mention of Civs)

AntSou

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The Lead Producer for the New Frontier Pass said recently that "the civ development process begins with gameplay style, followed by seeking a historical analogue".

All of the threads regarding new abilities seem to start with a new Civ in mind, followed by abilities which the person believes would make sense for that Civ.

So let's flip that around. Share ideas for abilities which offer new and unique gameplay styles. Do not mention any Civs even if you have one in mind.

Make each ability separate even if you envision them as potentially belonging to the same Civ.

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#Ability 1 - May build Districts in Mountain tiles. Tile becomes passable. Occupying unit receives +4 Defense Strength and automatically gains 2 turns of fortification. Enemy units which end their turn in this tile take X amount of damage.

#Ability 2 - May use Diplomatic Favor to purchase Military Units. Free Maintenance on units purchased with Diplomatic Favor. +25/+50 Diplomatic Favor for each enemy unit killed during an Emergency. May only declare Liberation, Reconquest and Protectorate Wars.
 
Seems like this should be in the ideas thread.

Only ability I’d like to see return is faith from chopping, ie Goddess of the Harvest.

Faith from chopping was a really interesting Mechanic and allowed lost of cool ways to play the game. It was way, way too powerful as a Pantheon, but sorry to see it out of the game completely. I think it could work as a Civ ability, where there would then be more options for balancing the ability.
 
Ability 1: +xx% yields from city projects
Al Falah in Beyond Earth was a great civ design in that it took a previously neglected mechanic and made it a central part of gameplay. The fact that city projects now provide great person points would add another interestion dimension to this ability.

Ability 2: Cities you conquer can build (and retain) the unique infrastructure and units of the founding player.
In civ V, conquered cities retained any unique tile improvements. This feature was removed in Civ VI (perhaps to avoid unique improvements making you a target?), but bringing it back in a way that also incorporates unique buildings, districts and units would make for a unique style of conquest and empire management.

Ability 3: You may build two districts of the same type in a city. You may do so in only one city for each district type, and only for one district type in a single city.
Eliminating the prohibition on district stacking entirely would allow for excessive (and boring) repetition of a single district type. Waiving the rule in a more limited fashion, however, seems like it has a lot of potential to allow for specialized cities.
 
Ability: In cities that own at least one deep ocean tile, _____ districts built next to the coast get bonus adjacency for every other _____ district built next to the coast across your empire.

IE: In cities that own at least one deep ocean tile, Campuses built next to the coast get +0.5 bonus Science for every other Campus built next to the coast.

Would fit an archipelagic settling pattern very well.
 
Seems like this should be in the ideas thread.

I think you're referring to the Ideas & Suggestions forum, in which case you may have a point.

Then again, it also seems like that thread gets so little engagement that it doesn't merit its own forum and we should just be able to post ideas here to have more than a half-dozen people respond.

As to the question at hand:

I had an idea for Vietnam where they got a bunch of unique great generals. Taken.

An espionage/diplomacy civ that gains diplomatic favor and trade bonuses when other civ's are at war with each other. And has the ability to frame other civ's for its espionage actions, planting casus belli on them. Maybe a unique espionage mission to damage walls or pillage encampments. Not sure of a historical civ that fits the bill.

A guerila warfare/espionage/recon civ that actually can benefit from other civ's capturing their cities, allowing the captured city to keep generating culture, science, and faith for them while also lowering the other civ's defense against espionage, maybe generating unhappiness. Also has recon units that can teleport between woods/jungles tiles and can generate espionage bonuses through actions like capturing civilians or pillaging districts.

A diplomacy/loyalty civ that can run a project in its government plaza that generates DF every turn and envoys when completed. Suzerained city-states generate loyalty pressure as if they belong to the civ.
 
A guerila warfare/espionage/recon civ that actually can benefit from other civ's capturing their cities, allowing the captured city to keep generating culture, science, and faith for them while also lowering the other civ's defense against espionage, maybe generating unhappiness.

[...]

Suzerained city-states generate loyalty pressure as if they belong to the civ.

I like these two a lot!

A diplomacy/loyalty civ that can run a project in its government plaza that generates DF every turn and envoys when completed.

This just sounds like a good idea for a Project that every City with a Plaza should have access to. The higher the Tier of your most recently completed building in the Plaza, the more envoys are generated upon completion of the project.
 
Ability: gain a Settler for pillaging a district.

That's way too powerful. Pillaging districts isn't uncommon.

Ability: In cities that own at least one deep ocean tile, _____ districts built next to the coast get bonus adjacency for every other _____ district built next to the coast across your empire.

IE: In cities that own at least one deep ocean tile, Campuses built next to the coast get +0.5 bonus Science for every other Campus built next to the coast.

I'd prefer something simpler like "Campuses in your cities gain +0.5 adjacency bonuses for each Deep Ocean tile within the city's borders."
 
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