GS promises to fill in long standing gaps in Civ VI as compared to Civ V and IV (specifically the World Congress and Natual Disasters) and indeed substantially improve on those previous mechanics, to rework and rebalance a lot of existing mechanics and Civs (loving the changes to IZs and Resources) and introduces great new original content. I really hope we get a third expansion. There are still some content from prior games I’d love to see updated and brought across to Civ VI – ideologies in particular, including your ideology and tourism effecting loyalty. But I also hope a third expansion or further dlc can expand on Rise and Falls’ mechanics a little. There was great stuff in RnF, and mechanically it’s very solid (particularly after GS’s tweaks to Governors etc). But these great mechanics are just not developed enough – and that’s a huge pity. There’s great stuff in RnF that just hasn’t been able to shine. This is my list of things from RnF I’d like updated and reworked. I’ve tried to focus on relatively small changes, not sweeping game breaking changes. Because, really, it’s just a bit of love that RnF is missing. ------------------------ My tweaks to RnF ------------------------ Eras. Re-work Eras as follows: players choose between 5 dedications each era, not 4, with your current Government determining the fifth Dedication; Dark Age and Golden Age Dedications both provide gameplay bonuses (instead of just Golden Age Dedications); Dark Age and Golden Age Dedication both also have negatives (so, Players in a Dark Age have to take some negative, and Golden Age Civ’s also face challenges); Dark Ages and Golden Ages both have unique Wild Cards but neither set of cards have any negatives (i.e. Dark Age cards don’t have negatives, instead the negatives come via the Dedication). Government Plaza. Keep the Government Plaza as is and keep the Tier 1 GP Buildings. But change the Tier 2 and 3 buildings as follows: the Tier 2 building become a Parliament and the Tier 3 building become a Supreme Court; the Parliament and Supreme Court both unlock Legacy Cards and have some other bonuses (maybe Policy Card Slots), and have unique names for some Civs (e.g. Congress for America); the previous Tier 2 and 3 buildings instead become separate districts called ‘National Wonder’s’; these National Wonders can be built by any city (not just City with Government Plaza), but must be built adjacent to the Government Plaza and or another National Wonder, can only be built after you’ve built your Parliament (for the “Tier 2” NWs) and or Supreme Court (for the ‘Tier 3” NWs), and have the same mutual exclusion rules vis-à-vis other Tier 2 / 3 NWs; National Wonders provide the same bonus as per original building (except for unlocking Legacy Cards), but these unique district also provides +1 adjacency like the GP. Envoys: Allow players to place envoys with both City States or other Civs. Envoys placed with City States work exactly the same as they do now. Envoys with other Civs give you diplomatic visibility vis-à-vis the targeted Civ (replacing Trade Delegations etc) and improve the effectiveness of your spies against the targeted Civ or any Civs the target Civ is allied with. Then have new diplomatic policy cards which have effects based on the number of envoys you have with each Civ (e.g. providing culture or science per envoy if a target Civ is ahead of you; or increasing your loyalty pressure against them; or reducing pressure against you; or causing Grievances to decay faster). Governors and Governor Titles: Rework Governors as follows: Amani is no longer a unique governor; you can now spend Governor Titles either on the (remaining) Governors (who all remain unchanged) or to purchase or level up “Ambassadors”; each ambassador basically works the same as Amani and has the same promotion tree as Amani, but Ambassadors cannot be placed in your own cities only City States or other Civs – and, of course, you can have multiple Ambassadors whereas before you could only have one Amani. Loyalty: Conquered cities have negative loyalty for x turns after being conquered, which degrades at 1 point per y turns after you peace-out. You can place spies in the Cities to make the negative loyalty penalty decay faster. Loyalty also drops for x turns, decaying at 1 point per y turns, whenever you change government – penalty is halved when moving to a higher tier government rather than moving to a Government of the same or lower tier. Spies. Spies also get a bonus to running ferment unrest in a conquered city and or in colonial cities and or cities with a Campus. Spies can’t cause barbarians / rebels to spawn in Neighbourhoods anymore. ------------------------ Why these tweaks? ------------------------ The above tweaks would achieve the following: Getting Dark Ages and Golden Ages would both be high risk strategies, as both Dark Ages and Golden Ages would require you take some negative via the Dedication, but offset by the bonuses provided by those Dedication and access to Dark Age and Golden Age Wild Cards. Allowing you to spend Governor Titles on “Ambassadors” and spend Envoys on Other Civs would allow more flexibility. The changes to Governors would also make them more interesting (because you wouldn’t have to take Governors every single game, but could instead invest in Ambassadors), and placing Envoys with other Civs would be an easy way to make spies more interesting and allow more diplomacy. The changes to the Government Plaza would just make that district more interesting, and given players more feeling of building Political Institutions (rather than just unlocking random bonuses). Having the existing Tier 2 and 3 GP buildings be separate districts would also mean decisions around district placement and more competition for tiles around the GP. The changes to loyalty and spies would just make that part of the game more interesting, and make loyalty a more significant consideration. The changes to loyalty for conquered cities would also be a flavourful nerf to conquest.