I had an idea the other day about Civilization. I felt that the game, as it currently is, is not 'realistic' enough, in the sense that it doesn't accurately reflect the development of different societies throughout history. Each civilization is treated exactly the same, each with a unique ability that is skewed toward certain victory conditions, and that's it. What I would like to see is a more dynamic Civilization game. For e.g. industrialization was a significant event in the development of societies, which was achieved through certain social and environmental conditions; but in the current game, all you need to do to become 'industrialized' is to research certain technologies/civics. I think this would be a good idea for a Mod, but it would be like an overhaul Mod that changed the game quite significantly, but not so much that it alters the fundamentals of the game. My idea is this: that in order to progress to the Industrial Era and beyond, players must meet certain 'conditions'. This would be achieved the following way: 1) the 'Industrialization' tech would be the prerequisite technology to enter the Era. The technology is prohibitively expensive and can only be 'researched' through the granting of Eurekas obtained by meeting certain conditions; for e.g. players must: be in the Renaissance Era; have at least 50 population in their empire; have at least 8 cities; have conquered at least 3 cities; have a total science, production and cultural output of 100; have at least 30 combat units (or a certain military ranking); etc. Each of the above would be 'eureka' boosts that would contribute to the technology 'Industrialization'. Once you have researched Industrialization, and have become 'Industrialized', you gain the following benefits: all Renaissance + units have +7 combat strength against units from previous eras; all districts and civilians costs reduce progressively, until they reach a certain bottom-floor cost; science output is increased by +10; growth is increased; etc. Another idea is to implement the same methodology but apply it early in the game; i.e. the Agricultural Revolution. The Agricultural revolution led to the development of complex societies, which paved the way for civilization. All Civs start off in a Pre-Civilization phase, and must again meet certain conditions in order to become a Civilization. For e.g. players must: work certain resources such as wheat, (and additional resources to be modded in); players must harvest a certain number of such resources; such resources are located in 'grassland' - i.e. land must be fertile introduce 'beasts of burden' as a resource, such as: cows, (also including sheep); civilizations which have these resources can then build farms, and increase their food production; civs must conquer at least 2 city-states; must establish at least 3 trade routes between their own cities; must have research 'Pottery'; must have at least 4 cities in your empire. etc. Obviously, these ideas would be contrary to the idea of civilization. I recognize the importance of allowing all civs to progress equally; but I think Civ 6 can be more realistic and dynamic if it reflected the conditions necessary to be a successful civilization.