Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 862
This is my Concept of a Client-States Game Mechanism for Civilization VI and is part of my 4Xpansion Pass Project and will be introduced in the 1st Pack of the Series. Therefore, this Mechanism is designed specifically to be modded for Civ6, which means it is designed around the modding possibilities and limitations of the Game.
Although the Concept is more or less finished, there is still Room left for improvements, adjustments and integration of the other Game Mechanics. It's a WIP, so any Ideas, Suggestions and/or Feedback are welcome and appreciated (especially for Puppet-States, bc I'm still not happy with it and I think it needs something...more/unique).
The Concept is very long, but for anyone who has some knowledge about Client-States, the Mechanic will be very intuitive to play.
- The Doc is very long, so grab a Coffee and some Cookies before starting to read
- Mmm… PleaseIgnoreTyposAndGrammaticalNoGo’s . . .
- Due to lack of Modding Possibilities or because of certain limitations when making new Mechanics in Mods that aren’t Overhaul Mods (like to ensure Compatibility with other Mods), certain design choices needed to be made, which can be a reason why certain things will come across not quite as interesting and immersive as they could/should be. And in this Mechanic, it’s the not-possibility of changing the Leader of a Civilization that gets vassalised/puppeted. It’s technically possible to mod, but the sheer amount of Time it would need to make Back-up Leaders for all the Civs for a possible scenario where a Leader gets overthrown to vassalize/puppet its Civ isn’t worth the effort IMO, I’m not interested in that tbh and I also don’t think that it’s necessary. Eventhough Immersion is a major Focus of 4Xpansion Pass, Gameplay gets always prioritized over Immersion and Historicity. I hope I can manage to make an interesting Gameplay out of it that fills the Immersion gap.
- Not everything here will be included at the release of the 1st Pack, maybe only 75-85% of what’s here will be included in the Final Mod. The rest will come with later Packs and Updates.
- There are many Things that could be further improved/fleshed out more. There is already a lot to do, so I’m saving a lot for later (like in updates included in later Packs) where I will probably have a better Idea on what to do, based on Feedback and the Features of the upcoming Packs.
- Players probably won’t be able to vassalize all the other Players in the Game (if there are lots of Players in the Game). It’s hard to justify and balance a Player vassalizing 10 other major Players, so I’ll save that for Pack3, which will introduce a Mechanic that will help with that. (and maybe also introducing a Hegemony Victory Type)
- I wanted to introduce more Types, but that would just further push away the release of Pack1, so I decided to introduce the rest with the 2nd Pack, in which they will thematically fit more anyway.
- For a good and more appealing Client-States Mechanism it requires some changes to both, Conquest and Diplomacy. The former can easily be achieved, and it is done here via adding some penalties/downsides to occupying Cities and annexing them, penalties to conquering too many Cities in a short amount of Time, changes to Conquest Victory Rules…etc (dw, the Penalties won’t be severe/crippling, in most cases they will be just less Yields from X and Y). The latter (Diplomacy) is also enhanced a little bit for Client-State, but it would require too much work in order to get it done well (like for proper Proxy War Scenarios), and Civ VI’s Diplomacy in itself requires a big rework, but that’s out of the scope of the 1st Pack. However, Diplomacy will be the focus of the 6th and last Pack, which wraps up 4XP with many changes and rework of (AI) Diplomacy, taking in account the Features introduced in all the previous Packs of 4XP. Yet, for certain Features of 4XP to work properly, some Packs may introduce new Diplomatic Mechanisms that help with that.
Link to the Google doc: Zegangani's Client-States.
Client-State is the general term for the 3 Client-State Types: Tributary-States, Vassal-States and Puppet-States.
To make the Client-States Mechanism an interesting Gameplay Feature during the whole Game, I divided them into different types that unlock at different Times, and each one different from the other with benefits based on Situations and Goals (of the Master), and each with its own Advantages and Disadvantages.
Although the Concept is more or less finished, there is still Room left for improvements, adjustments and integration of the other Game Mechanics. It's a WIP, so any Ideas, Suggestions and/or Feedback are welcome and appreciated (especially for Puppet-States, bc I'm still not happy with it and I think it needs something...more/unique).
The Concept is very long, but for anyone who has some knowledge about Client-States, the Mechanic will be very intuitive to play.
Spoiler Some Notes before reading :
- The Doc is very long, so grab a Coffee and some Cookies before starting to read

- Mmm… PleaseIgnoreTyposAndGrammaticalNoGo’s . . .
- Due to lack of Modding Possibilities or because of certain limitations when making new Mechanics in Mods that aren’t Overhaul Mods (like to ensure Compatibility with other Mods), certain design choices needed to be made, which can be a reason why certain things will come across not quite as interesting and immersive as they could/should be. And in this Mechanic, it’s the not-possibility of changing the Leader of a Civilization that gets vassalised/puppeted. It’s technically possible to mod, but the sheer amount of Time it would need to make Back-up Leaders for all the Civs for a possible scenario where a Leader gets overthrown to vassalize/puppet its Civ isn’t worth the effort IMO, I’m not interested in that tbh and I also don’t think that it’s necessary. Eventhough Immersion is a major Focus of 4Xpansion Pass, Gameplay gets always prioritized over Immersion and Historicity. I hope I can manage to make an interesting Gameplay out of it that fills the Immersion gap.
- Not everything here will be included at the release of the 1st Pack, maybe only 75-85% of what’s here will be included in the Final Mod. The rest will come with later Packs and Updates.
- There are many Things that could be further improved/fleshed out more. There is already a lot to do, so I’m saving a lot for later (like in updates included in later Packs) where I will probably have a better Idea on what to do, based on Feedback and the Features of the upcoming Packs.
- Players probably won’t be able to vassalize all the other Players in the Game (if there are lots of Players in the Game). It’s hard to justify and balance a Player vassalizing 10 other major Players, so I’ll save that for Pack3, which will introduce a Mechanic that will help with that. (and maybe also introducing a Hegemony Victory Type)
- I wanted to introduce more Types, but that would just further push away the release of Pack1, so I decided to introduce the rest with the 2nd Pack, in which they will thematically fit more anyway.
- For a good and more appealing Client-States Mechanism it requires some changes to both, Conquest and Diplomacy. The former can easily be achieved, and it is done here via adding some penalties/downsides to occupying Cities and annexing them, penalties to conquering too many Cities in a short amount of Time, changes to Conquest Victory Rules…etc (dw, the Penalties won’t be severe/crippling, in most cases they will be just less Yields from X and Y). The latter (Diplomacy) is also enhanced a little bit for Client-State, but it would require too much work in order to get it done well (like for proper Proxy War Scenarios), and Civ VI’s Diplomacy in itself requires a big rework, but that’s out of the scope of the 1st Pack. However, Diplomacy will be the focus of the 6th and last Pack, which wraps up 4XP with many changes and rework of (AI) Diplomacy, taking in account the Features introduced in all the previous Packs of 4XP. Yet, for certain Features of 4XP to work properly, some Packs may introduce new Diplomatic Mechanisms that help with that.
Link to the Google doc: Zegangani's Client-States.
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