Mechanics wishlist

SMcM

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What are a few mechanics and improvements of civ 5 mechanics you want in Civ 6?

Here is a wish list of some things I would like to see in:

-More advanced United Nations
-Forming and joining trade blocs/ unions which work through votes like the United Nations in Civ 5
-An ability to leave or not join nearby trade blocs or the United Nations and go rogue, incurring economic and/or political penalties. A warlord who is in the middle of conquering the world has no place in the UN.
-Corporations
-Different currencies
-Vassalage
-More in depth diplomatic dialogue
-Advanced alliance systems
-Island building/land reclamation
-In depth espionage system
-Better city management
-'Info-Addicts' like graphs and demographics
-Map trading and technology trading
-Religious hegemony giving civs influence
-More advanced rebellions; not just barbarians
 
a few mechanics i would like to see in a civ game:

- make unused strategic ressources give bonus to your nations (so you can chose between having more bonuses or more units.)

- make city improvement needing citizen to be active (with possibility to have more citizen for increased bonus.) for example, a library would need 1 citizen to act like as a librarian, a university would need 1 citizen to become university professor (and he could then take up to 2 citizens as student), etc.

that would make a few big cities more useful that many small cities as the number of improvements the city could get would depend on it's size, making some incentive as to specializing your cities.

- make it possible to have connected trade. if, when you trade good between city A and city B you pass through other cities those cities should at least gain a little smoney. something like selling local trinket to the merchant, trinket to be sold in both cities at the extremities and other cities that are crossed along the way.

benefit from the trade route would be recieved when the merchant enter a city.
that way, long trade routes would be a high risk high gain situation: high risk because the longer the trade route is the harder it is to keep it secured, high gain because the longer the trade route is the more cities you can cross and therefore the more money your caravan can accumulate.

nb: diplomatic agreement to allow only caravans to cross the border could exist. so it would also be possible to make a trade blocus like some nations did in the middle east for the silk road forcing european to look for other routes to trade with asia (leading them to the discovery of america)
 
- A Non-Aggression-Pact, that can not be broken.
- The Ability to negotiate peace talks between two warring nation (with UN?).
- Ships captured by Privateers do not turn into a new Privateer but retain their type (but the tech of it must be known to the owner of the Privateer, otherwise it will be lost).
 
make unused strategic ressources give bonus to your nations

One bonus that already exists is the option to trade unused strategic resources for gold, other resources, and/or making your rival dependent on you for a particular resource (a friend out of necessity).
 
- A Non-Aggression-Pact, that can not be broken.
- The Ability to negotiate peace talks between two warring nation (with UN?).
- Ships captured by Privateers do not turn into a new Privateer but retain their type (but the tech of it must be known to the owner of the Privateer, otherwise it will be lost).

I swear that the privateers already work like you want in Civ 5? I remember capturing many barbarian ships that way, and they never became extra privateers.

I agree with your idea in relation to the UN. It should definitely be a lot more in depth than the system in Civ 5, and sorting out international conflicts should be a priority for its front members.
 
I swear that the privateers already work like you want in Civ 5? I remember capturing many barbarian ships that way, and they never became extra privateers.

Yup, even UUs stay the same. Always love snagging SoTLs.
 
I swear that the privateers already work like you want in Civ 5? I remember capturing many barbarian ships that way, and they never became extra privateers.
Then there is hope for me. ;)

I must admit, that I have never played Civ V after being very dissapointed by Civ IV (and even in IV I have broken up every game in the Antic Age).

So I play still Civ III. Lets see if Civ VI can take the throne. ;)
 
Then there is hope for me. ;)

I must admit, that I have never played Civ V after being very dissapointed by Civ IV (and even in IV I have broken up every game in the Antic Age).

So I play still Civ III. Lets see if Civ VI can take the throne. ;)

To be honest, I never remember using privateers in Civ IV. But I do remember other players using them frustrated me a lot, because it didn't tell you who was attacking you.
 
To be honest, I never remember using privateers in Civ IV. But I do remember other players using them frustrated me a lot, because it didn't tell you who was attacking you.

You could attack with them in peacetime right? Been a while.
 
Thats the thing with Pirates: They never leave a business card with telephone number behind. ;)

Just because it happened in my current Civ III game: I would like to have a chance to capture ships that are within a city you just captured (IF it is even possible to have a ship within the city of course).

I just took a poorly defended celtic city with the majority of their fleet in it: All have been scuttled. :(
 
You could attack with them in peacetime right? Been a while.

Yep. That is what made them so annoying.

One thing I am thinking; are TSL maps now impossible? UK, Japan, Iceland, etc, are clearly no longer large enough to support large capital cities, and therefore these civs growth will be stunted. Japan has bonuses to counter this, but Britain looks pretty hopeless. Only things that could change this would be much larger maps, or allowing cities to have distinct so across the sea (like Tokyo expanding into Manchuria), and both of these seem unlikely.
 
My Wishlist:

-Migration
-Criminality
-Civil wars/Rebellions of major proportions
-Ecology and sustainable development
-Colonialism
-Vassalage
-Corporations
-Pacts Military and Economic
-Nationality ethnic
-Information more detailed about demography/Most richest cities in the world/Most populous cities in the world
-Health
-Great diplomats and great philosophers
-Environmental disasters and disease (environmental disasters can be addressed by sustainable measures. And combated diseases through investments in health).
-Tourist bonus for peaceful civs and with low crime
 
1. Economic victory/international markets game system

I noticed on Marbozir's stream that the number of bonus resources were shown on the top of the screen. This gives me hope that there may be an economic type Victory condition.

At some point in the game, an international market comes online and for the person who is able to get a Monopoly on certain groups of resources will win an Economic Victory.

2. Exploration sub game
Start out with a particular Scout (invisble to enemy Civs who can pass through borders) who when he uncovers a full desert, or the full length of a river gets to name it, Once the world is mostly uncovered, these scouts can visit Inn-type buildings in your cities and other Civs and gain rumours. These give rumours of potential archaeological or secret city sites. "In the flatlands of Flatlandia (Chinese name for a tract of Grassland), where the Riveria River (the Polish name for a specific river) passes the Mountainia Mountains, (Zulu name for a particular Mountain range) traces of gold were found lying everywhere... For you to understand these clues, you need to use your Spies and Envoys, Merchant rumours, and Diplomatic skills to learn where these particular places are. So a rumour might mention that the Riveria River is actually the River Zambezi in your language/map. When you run into a goody hut, they tell you their home is the bountiful grasslands of Flatlandia, which you know of as the Great Prairie. Maybe you hear a rumour that the Chinese believe that Mountainia range is their natural border with the Arabians and are angry that they are angry that the Arabian city of Medina has settled too close.

From these clues, you are able to get a general idea of where these supposed gold is. When you send your scout over the suspected area and use his Investigate ability on a few tiles, you eventually stumble upon the Golden City of El-Dorado which gives you a massive boost to X.

There could be 7 missing cities, 7 mythical monsters that need to be destroyed, or maybe debunked, 7 Great Migrations (butterflies of Cerro Pelon, Mexico/Wildebeest of Africa, Reindeer of Lapland etc) to be discovered, 7 Natural Wonders to be visited, 7 Great tasks, like travelling from the mouth of the world's longest river to find its source (hunt for the source of the Nile), circumnavigate the globe, visit the poles, etc. Visit the 7 Great Wonders of the Ancient/Mediaeval/Industrial World etc.

I doubt something like this would be in the base game, but would love it to be a subgame mod.

3. Wonders have a particular type (Cultural or Religious etc). Whenever you miss out on it, instead of getting gold, you are able to reuse whatever resources you have put into it on your next building of that type. So say you put 100 hammers into Stonehenge, but it is built elsewhere, you get a refund of 50 hammers which are put to use the next time you build a Religious building. Considering that a lot of ancient buildings were lost to their descendants ripping apart ancient buildings and using the material for other buildings, I think this has some precedent.

4. InfoAddict in game as a base.

5. 6 main game win types, 7 including Time. Domination and Diplomacy, Scientific and Religious (bring on the Rapture!), Economic and Cultural. All with balanced, interesting and very different game styles.
 
1. Economic victory/international markets game system

I noticed on Marbozir's stream that the number of bonus resources were shown on the top of the screen. This gives me hope that there may be an economic type Victory condition.

IIRC, was it not mentioned that there was, alongside all of the Civ 5 victory types, a new victory type? Or was that already revealed to be a new religious victory? To me though, the problem with the idea of an economic victory is this; money is used in the games as a means to help towards other victories. Not spending the money in order to amass vast fortune over the course of the game would result in being left behind greatly in other areas, and would therefore seem

At some point in the game, an international market comes online and for the person who is able to get a Monopoly on certain groups of resources will win an Economic Victory.

I am not even sure this would make sense as an idea for an economic victory; resources are not the only factor in economic success; London is, for example, a very economically successful city due in large part to services. In fact, the reliance of an economy on resources is problematic; the Venezuelan people loved Chavez whilst he was around, but due to economic incompetence and the fall in oil prices, that is now worth nothing. Yes, Saudi have done very well from oil, but there will need to be a major change in culture and investment into other sectors for them to prosper in the long term.

2. Exploration sub game
Start out with a particular Scout (invisble to enemy Civs who can pass through borders) who when he uncovers a full desert, or the full length of a river gets to name it, Once the world is mostly uncovered, these scouts can visit Inn-type buildings in your cities and other Civs and gain rumours. These give rumours of potential archaeological or secret city sites. "In the flatlands of Flatlandia (Chinese name for a tract of Grassland), where the Riveria River (the Polish name for a specific river) passes the Mountainia Mountains, (Zulu name for a particular Mountain range) traces of gold were found lying everywhere... For you to understand these clues, you need to use your Spies and Envoys, Merchant rumours, and Diplomatic skills to learn where these particular places are. So a rumour might mention that the Riveria River is actually the River Zambezi in your language/map. When you run into a goody hut, they tell you their home is the bountiful grasslands of Flatlandia, which you know of as the Great Prairie. Maybe you hear a rumour that the Chinese believe that Mountainia range is their natural border with the Arabians and are angry that they are angry that the Arabian city of Medina has settled too close.

From these clues, you are able to get a general idea of where these supposed gold is. When you send your scout over the suspected area and use his Investigate ability on a few tiles, you eventually stumble upon the Golden City of El-Dorado which gives you a massive boost to X.

There could be 7 missing cities, 7 mythical monsters that need to be destroyed, or maybe debunked, 7 Great Migrations (butterflies of Cerro Pelon, Mexico/Wildebeest of Africa, Reindeer of Lapland etc) to be discovered, 7 Natural Wonders to be visited, 7 Great tasks, like travelling from the mouth of the world's longest river to find its source (hunt for the source of the Nile), circumnavigate the globe, visit the poles, etc. Visit the 7 Great Wonders of the Ancient/Mediaeval/Industrial World etc.

I like some idea here (e.g. naming mountain ranges and deserts) but your idea sounds a little to in depth. Also, mythical monsters should be saved for mods if you would be into that. I for one would not appreciate stumbling upon a centaur in a map populated with historical civilisations.

3. Wonders have a particular type (Cultural or Religious etc). Whenever you miss out on it, instead of getting gold, you are able to reuse whatever resources you have put into it on your next building of that type. So say you put 100 hammers into Stonehenge, but it is built elsewhere, you get a refund of 50 hammers which are put to use the next time you build a Religious building. Considering that a lot of ancient buildings were lost to their descendants ripping apart ancient buildings and using the material for other buildings, I think this has some precedent.

I am unsure whether or not this would be a good idea. I am also unsure how much of an impact this change would have.

4. InfoAddict in game as a base.

I certainly will want to download a mod along those lines. However, info-addicts is arguably too useful; it can be considered cheating; I know that the game already lets you know the demographics for the best and worst Civs in each category, so it is weird you cannot see the same statistics for other Civs, but, when you can use info-addicts to get a clear idea of how you are doing compared to both of your neighboring Civs as well as Civs which are competing with you for a victory type, it allows you to very specifically target improvements in different areas. So, therefore, I cannot imagine they would include something along these lines in the game.
 
I always wanted some (very simple) dynamic climate model in civ, changing across the ages so some tiles change terrain and features due to the periods of cooling and warming planet - ice and tundra expanding a bit further south, desertification, but also spread of new forests and rise of fertility, some coastal water tiles turning into marsh land (lowering sea levels), some coastal land tiles becoming marsh (rising sea levels), new animal resource tiles appearing on unowned land (and old sometimes disappearing), plus some climatic events like "little ice age" "el Nino" "drought" etc.

Also, global warming introduced not as frustrating stupidity of civ4 but something more subtle but visible so you want to combat it by the late game using tech.
(tbh I think science victory would be cooler and make more sense if instead of sending colony ship your goal was to stop and reverse global warming)

I think it could work when introduced by civ6 expansion, especially as there are already shout outs to ecology such as national parks and tile tourist appeal.
 
Climate features would definitely be a nice idea. It would help bring the world to life more. This could also be helped by having less static looking environments, with trees blowing in the wind in snowy regions and near mountains, rivers flowing, nicer water textures, etc.
 
  • From Civ5's Civilopedia: consider Tourism your "Offense" against other civilizations, and Culture your "Defense" from other civilizations. I'm probably trying to force reality into gameplay, but I find odd that the Cultural Victory is actually a "Touristic" Victory and that tourism itself has no economic impact.
  • Less statistics in the early game, more in the late. Information gathering as a mechanic, tied to Espionage and Diplomacy, maybe to trade routes and Great People as well.
  • Natural disasters. But they should always have an upside: for instance, they could damage nearby units and buildings, but grant a faith, science or terrain boost.
  • Better border control/diplomacy, with different levels of access (trade / civilian and scout / military access).
  • Canals. I don't see them, and I'm sad.
 
  • From Civ5's Civilopedia: consider Tourism your "Offense" against other civilizations, and Culture your "Defense" from other civilizations. I'm probably trying to force reality into gameplay, but I find odd that the Cultural Victory is actually a "Touristic" Victory and that tourism itself has no economic impact.
  • Less statistics in the early game, more in the late. Information gathering as a mechanic, tied to Espionage and Diplomacy, maybe to trade routes and Great People as well.
  • Natural disasters. But they should always have an upside: for instance, they could damage nearby units and buildings, but grant a faith, science or terrain boost.
  • Better border control/diplomacy, with different levels of access (trade / civilian and scout / military access).
  • Canals. I don't see them, and I'm sad.

I strongly agree with all of these suggestions. If these are not in the game, I hope someone makes mods with features along these lines. I particularly like your 'Less statistics in the early game, more in the late' idea; not something I had considered, and would add another level as immersion, as well rewarding progression.
 
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