Some time ago, I was considering the possibility of unique wonders as additional to Unique units and infrastructures, and I realized... why stop at unique wonders? So I got pondering as to what other uniques could become standard to all civs. (Previous threads: Conservation and National Parks, Corporations and economic victory) Unique wonders People have discussed unique wonders before, but usually (as far as a cursory search could tell me) in the context of Civ V. In Civ VI, it feels like granting "true" unique wonders would obviously cause serious balance issues. I think a more sensible approach is to expand the "replacement system" already found for most buildings and districts. A Unique wonder has the same costs and effects as a base wonder (although it may have a different placement requirement or prerequisite tech/civic to make it more likely to be built) [ETA: this sentence originally trailed off here because I got interrupted and forgot to properly finish it], but acts as a duplicate: that is, it's not that a unique wonder has an effect which no other wonder has, but this civ is guaranteed to be able to build it, while the "regular version" has other players vying for it. For example, Canada could get the CN Tower as a replacement for the Eiffel Tower (if one wanted to prop up the mountie), the U.S. gets Broadway (with the base game wonder becoming, say, the Comédie Française or Odéon), while assigning the Országház to Hungary allows the return of old favorite U.N. Headquarters... Unique policies At first, these seems to fit into the unique pantheon/belief issue, but policies have to be actively slotted into places before they can be used, and in this case, we can find some inspiration from the unique policies unlocked by Tier 3 governments in Gathering Storm. To America I would give Exceptionalism (unlocked at Colonialism: Open borders with all city-state, obsoleted by Gunboat Diplomacy), Canada From Sea to Sea (unlocked at Mercantilism: Trade routes generate +2 additional loyalty pressure in both cities, doubled if you have a trading post in the target civilization.) Unique great people Gran Colombia implemented a form of this, but I find it an obviously poor fit to generalization. The people in question are in my opinion too narrow, and the number you can get too restricted. As is, the game skirt a large number of possible great people by excluding diplomats, most politicians, activists, journalists, entertainers, religious figures (aside from great prophets), sportspeople and the entire film industry. My proposal is for a category of great people I call "National Orders", which can be any type of great people, both existing and new (which means it's possible for a civ that otherwise wouldn't build up science or culture to earn a great scientist or writer and thus answer a city-state quest). My default idea is for the National Order points to be earned as a fraction of your total GPP each turn, but one could also have them generated by the palace, gov. plaza (and its buildings) and/or monuments. Discarded concepts (Civics, techs, pantheons, beliefs, governors) I did give some thought to unique civics, techs, pantheons and beliefs, but came to the conclusion that all of these are essentially already baked into the leader and civ unique abilities. Furthermore, there is generally no guarantee that a civ will achieve a religion, especially on higher difficulties, making such uniques almost moot for that type of play (unless you have the Arabs). Unique governors have now made it into the base game (as well as into some mods, like Civitas Djoser and Sukritact's Chulalongkorn) and unlike Great People do not need discussion anymore, although it does make for an interesting thought exercise to consider what unique governor would fit each existing game leader (if the date weren't such a poor fit, I'd love for a spying-themed Edgar Hoover as Teddy's unique governor!).