Hellenism Salesman
King
The New Frontier Pass has added a bevy of toggleable modes to add and change Civ VI's gameplay. And while many of them are satisfactory, there is always room for improvement, and this thread is here to single those improvements out.
What would you change/add to NFP's existing game modes?
While this can be any form of change from balance tweak to conceptual overhaul, note that I would recommend thinking outside of the box and being more ambitious than just mundane balance adjustments. Heaven knows some of these modes need them but don't feel afraid to come up with entirely new ideas or groundbreaking reworks that would have a dramatic effect on the modes as a whole. After all, this forum is called Ideas and Suggestions...
To get the conversation started, I'm gonna make a suggestion of my own. Barbarian Clans has been one of the best new game modes of the NFP for me, and has even exceeded some modes like Secret Societies and Apocalypse in quality, despite being free. But, I feel it could still use a little more tuning.
Reserved/Mundane Suggestions:
So, those were my suggestions for the Barb clans mode. If you have any suggestions for a mode you think could be improved, leave them in a reply. I'm curious to hear what ideas everyone has in store... the creativity of this forum always amazes me.
What would you change/add to NFP's existing game modes?
While this can be any form of change from balance tweak to conceptual overhaul, note that I would recommend thinking outside of the box and being more ambitious than just mundane balance adjustments. Heaven knows some of these modes need them but don't feel afraid to come up with entirely new ideas or groundbreaking reworks that would have a dramatic effect on the modes as a whole. After all, this forum is called Ideas and Suggestions...
To get the conversation started, I'm gonna make a suggestion of my own. Barbarian Clans has been one of the best new game modes of the NFP for me, and has even exceeded some modes like Secret Societies and Apocalypse in quality, despite being free. But, I feel it could still use a little more tuning.
Reserved/Mundane Suggestions:
- Add more ways to speed up or slow down City State conversion. Making a mode more dynamic never hurt anyone, and having a barbarian clan transform into a city state shouldn't feel so passive. Here are some examples of new interactions that could slow or speed up conversion:
- Selling/gifting resources to Barbarian camps to increase conversion speed
- Sending a delegation to Barbarian camps to increase conversion speed (maybe this would give you an envoy in their eventual city-state? Just brainstorming )
- Gifting Barbarian camps units of an era ahead of them to increase conversion speed
- Purchasing a second tile for the Barbarian camp to increase conversion speed
- Settling a city within a certain proximity of a Barbarian camp to increase conversion speed
- Capturing or razing an enemy city nearby a Barbarian camp to decrease conversion speed
- Sending a formal threat to Barbarians to decrease conversion speed
- And any action that converts Barbarian units to your control should probably influence conversion speed in some way.
- Remove that white dotted line when a Barbarian camp becomes a city-state. It doesn't look good nor does it communicate the history of that city-state. Apparently, it doesn't even work upon reloading saves. If you're going to have a marker of when a Barb camp becomes a city-state, make a proper marker on the UI, rather than just this feature treatment toward what is most likely just a bug...
- Barbarian camps should stop spawning after a certain point, or if they already do, sooner. It makes little sense for in a interconnected world of patriotic people who all pledge their alliances to a particular civ or city-state that suddenly, off in the uninhabitable snow, a tribe of people emerges into thin air with modern technology but a wooden hut as their headquarters. Plus, having barbarian camps spawn throughout the game (and by extension, city-states) just dramatically inflates the number of city-states in the game until their becomes not enough envoys to suzerain all of them.
- Why stop at unique units? Let barbarians (after becoming city-states) gain access to unique tile improvements of Civs not in the current game. May not be particularly hard to implement, but I think it could work. Not really a reason they shouldn't be allowed to have them... the only catch to this is to make sure they can't generate tourism (in cases like the Open-Air Museum). Well, either they can't generate it or they generate it for their current Suzerain, but let's try not to accidentally buff Pericles more than we already have.
- Barbarian camps begin as camps, then transform into city-states... and then transform into Civilizations. Ambitious and unlikely as it may be, I feel it could end up being a cool interaction to have and would make enough sense (going by the logic standard that made-up tribes can become randomly chosen named, historical city-states, anyway). So, with this suggestion implemented, a game of Barbarian Clans would start with a handful of barbarian clans that choose to identify as a civ that's currently not in the game. Then, if all goes well, they transform into a city-state with the name of their civ's capital, using the unique units and (if existent) unique improvements of their civ. Then, after a period of time most likely longer than that of city-state conversion, said capitals become full-on civs, with free settlers and builders granted based on their era to help them catch up with fully developed civs. They would retain all of the techs and civics they researched as a city-state, and all of their units.
So, those were my suggestions for the Barb clans mode. If you have any suggestions for a mode you think could be improved, leave them in a reply. I'm curious to hear what ideas everyone has in store... the creativity of this forum always amazes me.