My Civ 6 Proposal

matros

Chieftain
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Spoiler :
Disclaimer 1: I am not a native English speaker, so I apologise upfront for any mistakes in the text.

Disclaimer 2: Below are only my personal opinions and ideas about things that I would like to see in the game. There are thousands of people playing and loving Civ and each of us loves/hates something else about it, depending on our playstyle/preferences. Thus, many of you might disagree with my suggestions – which is perfectly ok and I encourage you to post constructive criticisms, ideas and comments. Just please keep the discussion friendly and focused on the topic :)

Before I start with ideas on specific areas of the game, I want to say something up-front: Some of you might say that the changes are not "ambitious" enough and I do not propose Civ6, but merely a Civ4.5. And maybe you are right :) I think Civ4 is the game which got the most things right and I took the most inspiration from it. But I am not shy to take ideas from later games (Civ5 or CivBE) or other franchises (HoMaM), where I feel like it can improve the game. I think that Civ6 does not need to reinvent the wheel in all areas. Instead, it can (and should) take inspiration from previous games in cases where the system works. Feel free to disagree in the comments :)

Also, I have not covered all possible topics in maximum detail. Feel free to comment below on what you think might improve the proposal…

The Basics

  • Map: When the hex map was introduced in Civ5, I didn't like the change very much initially, but I must admit it grew on me. Both systems (squares/hexes) have their pros and cons but I think hexes work a little better overall. It works better from strategic point of view and also helps make the map feel more organic and realistic. Also, I think the 3 tile radius for cities works just fine. Natural wonders are a great addition to the game (but are not super important) and I would like to keep them.
  • Civics/Policies: I propose a system which is a hybrid between civics and policies. You would have let say 4 basic civic options (let call these government, focus, economy and ideology) - in each you can choose only one option (civic). For example, under the government civic, you could be a monarchy, a republic or an empire. Under focus civic, you can focus on trade, religion, science or culture (or exploration?). Under economy civic, you can have slavery, feudalism, free market or socialism. Under ideology, you can focus on freedom, order or autocracy (yes, like Civ5). Civics will become available via progression in the technology tree. You can then purchase (with culture) individual policies under these civics which give you more bonuses. But, if you are a republic, you can only purchase republic policies (i.e. not monarchy/empire civics). You can revolt – in which case, you would lose a portion (e.g. 5%) of the culture invested in the `respective civic. Under such system, you need to actually think about which civic to choose – bad decisions (or change of circumstances) can be remedied by switching later, but not without cost.
  • Health and Happiness: Yes, I propose to go back to health/happiness system as in Civ4 (see also the section on resources). I know some of you will argue that in Civ4 the health and luxury resources and their associated health/happiness systems were basically the same things. In all honesty, I don't mind that. I think it is a good thing if the game forces you to balance more than one variable (i.e. you need to watch your health as well as happiness). Local or global? Both have their pros and cons, but I tend to incline towards a global system (similar to Civ5/BE). Going negative should lead to penalties (e.g. minus growth and production for negative health and minus ideas and gold for negative happiness) and if you stay negative for a long time, there should be a gradually increasing chance of a disaster with significant consequences (e.g. city revolting/empire split for negative happiness and plague/epidemic for negative health). Negative happiness/health could perhaps also influence your military negatively? On the other hand, both positive health and happiness should give you points towards golden ages (as in Civ5). This way, you could go negative for a while when you need it, but it should not be a viable strategy long-term.
  • Quests/Events: I think that having quests and/or random events is not the most important feature but it can certainly add some flavour to the game. I like how quests are implemented in CivBE and would like if a similar system (including building quests) is included in Civ6.

Civs/Leaders
  • Civs/Leaders: I might be in a minority here, but I loved how Civ4 had 2-3 leaders for some civs and I would rather see 20 civs with two leaders each than 40 civs. Otherwise, there is nothing revolutionary in my proposed system - each civ would have 3 unique things: one building, one unit and one special ability (Civ5 style). In addition, each leader would have 2 (or 3?) traits (Civ4 style) – i.e. some kind of bonus to military, growth, science, culture, etc… (which should also affect diplomacy, see below) Of course, the Achilles' heel of such system is the balance and it probably wouldn't be perfect on launch day, but given time, I think it would work fine.
  • Minor civs: I love the idea of city states, but think the implementation in Civ5 was terrible. Thus, I would not include them at all. Instead, I would like to enhance the role of barbarians. Various tribes should have various "flavours" (e.g. native American, Asian, European, etc.) and unique units. They should have their own cities also be able to conquer cities. Perhaps, you could also have some limited diplomacy/trading options towards them, so they are not "always war" with you? Spreading your religion to these barbarian tribes could be a good way how to make them less hostile and eventually friendly enough to join your empire… and would make the religion in early game much more interesting.
  • Diplomacy basics: I think that the system of Civ4 could be the base on which a solid basic diplomacy system could be built. I strongly believe that the game needs to show you very clearly how other leaders feel about you and why (i.e. I hated the original Civ5 system in which everything was hidden). I also think it is perfectly ok (and realistic) if civs which are more alike are also more friendly towards each other. Thus, you should get positive attitude points for things like common religion, similar civics, common trade, helping each other in peace or war, etc. Each aspect should have a base point value (e.g. common religion equals to +5 points), which could be tweaked based on the traits of the leader (if it is religious leader, you would get +2 more point for sharing the same religion). Points for trade should be based on how much trade you actually have (e.g. 1 point for one trade route, 5 points for 5 trade routes). Points for things like war should start with some basic number (e.g. -5), which should increase (the more you kill, the more they hate you) and decrease over time after signing peace. Getting leaders to friendly/allied/whatever should increase the international trade routes yields for both parties. Espionage should also play a bigger role (see below).
  • Trade: This one is hard, because no Civ game has ever done a really good job at this. As regards, resource trading, only strategic resources would be traded via contact with leaders. Health/happiness resources would be traded automatically based on your external trade routes. There would be no technology trading. Instead, there would a number of agreements focusing on various things (gold, religion, science…) that you sign with other leaders that would benefit both parties proportionally (i.e. no diplo capital as in CivBE). For example, you sign an agreement "knowledge exchange" which adds +2 science and one more scientist slot in all of your and their universities. Another example – signing free trade agreement would increase gold yields of all trade routes between these two civs. There should also be basic agreements like open boarders, defensive alliance, etc. Of course, willingness to sign such agreements would depend on how the leader feels about you.
  • Espionage: This is nothing revolutionary – mainly based on Civ5/BE with some additions. Espionage should unlock early in the game with limited options, which should be broadened as you go on. There would be no spy units – i.e. there will be an interface system instead. As soon as you meet a civ (and discover appropriate tech), you can establish an embassy with them for a cost (gold) – by doing so, you gain a spy in that civ's capital (there will be only one spy per civ). Your spies could perform various missions, e.g. stealing stuff (gold, science, etc.), spreading intrigues (making the target civ like you more, or making them like a third civ less, building support for a specific idea such as war/embargo against third civ, etc.), gathering info (about military units placement, constructions in cities, research, etc.) or sabotaging stuff. Depending on the mission, there will be a chance of success or failure. If caught, there will be negative attitude points.

Economy
  • Slider comeback: The slider system of Civ4 has its flaws (mainly mixing gold with science), but I think the fixed yields system of Civ5 is even worse. Thus, I propose a kind of hybrid system. You gain food, gold and production from working land (or specialists) as in Civ5. But, I propose to introduce a new yield – ideas. Each of your citizens produces 1 idea per turn. Here the slider comes into play – you can decide how many of these ideas should be science, culture or faith by setting an appropriate focus on the slider. This makes the gold system independent from the ideas, but also gives you a way to change the focus of your civ as needed.
  • Science: Honestly, I think the system works well as is. You gain science to unlock new technologies. Simple and elegant. This will certainly be the strongest option anyway, thus it does not need any further incentives. No technology trading allowed.
  • Culture: Yes, you unlock policies based on culture just like in Civ5 (but can only purchase policies in selected civics, as mentioned above). Yes, culture will also expand your borders, just like in Civ4/5 – but, you will not be able to purchase tiles with gold – instead you would purchase tiles with accumulated culture – i.e. if you want to speed things up, you need to sink some of the culture for that. This is to give you more incentive to not run 100% science the whole game. In addition, running more science could give bonus to e.g. wonder production?
  • Faith: Actually, I admit this is one of the weak spots of my system – making the faith a viable option compared to science/culture. Focusing on faith should probably give you significant happiness (e.g. +1 happiness per city per 10% religion on the slider) and military related benefits. You should be able to purchase or upgrade military units with faith, etc. At the same time, the benefits should decrease over time (so not everybody is running theocracy in the modern age :) Any ideas are welcomed :)

Resources, Improvements, Buildings
  • Resources: I propose to go back to the system of strategic/health/luxury resources for reasons I explained above. I also strongly believe that the availability of resources at a certain spot should greatly influence your city placement choices – thus, benefits of resources should be significant (think more Civ4 than Civ5).
  • Terrain improvements: Again, I might be in a minority here (or not?), but I hate how Civ5/BE implemented terrain improvements. Why would I want to build e.g. academies as terrain improvements? It feels completely arbitrary and unrealistic (and possibly OP as academies in CivBE). The terrain improvements in my opinion should remain simple – farms for food, mines for production, towns for money and some two/three more improvements which give some combination of the three basic yields (e.g. windmills for food and gold, something for forests, etc.). Plus specific improvements for specific resources, of course (e.g. quarry, planation). The yield given by the improvements should improve based on technologies (e.g. "crop rotation" and "biology" give +1 food to all farms each) or based on time worked (yes, towns would develop exactly as in Civ4) or possibly also based on civics/policies (e.g. freedom gives +1 ideas to all towns, order gives +1 production to all towns, etc.)? With minor exceptions, no improvements would produce science/culture/faith.
  • Buildings: Buildings generally work fine in my opinion. One idea that was kind of introduced in Civ4 but was never really developed is what I call "tiered buildings". For example, a library or a school (i.e. science tier 1 building) can be built in all cities. But in order to build a university or observatory (i.e. science tier 2 buildings), you need to have at least 3 tier 1 buildings. The same would be true for buildings producing vulture, faith, gold, production etc. This is to ensure that you do not simply build all buildings in all cities but instead specialise your cities for specific roles. Not all of the buildings need to be a part of the tier system, of course. There should also be buildings that you can only build in a city with access to specific resource within its area (e.g. mint for cities with gold/silver) – ideally each resource should have one such building. I also quite like the building quests introduced in CivBE, so I propose to keep these (e.g. basic yield of library is +2 science and +10% science, in a quest you can choose additional +1 science or +1 culture).
  • Wonders: Wonders (including national wonders) also generally work fine in my opinion. The only important thing is to get the balance right (i.e. the wonders powerful enough but not game-breaking and also relatively equal in power), but I will not propose individual wonders here. I also like the idea of some wonders being exclusive to certain civics (as in Civ5 after expansions).

Combat
  • 1UPT or Stacks? Combat is definitely one of the hardest areas, since neither civ4 nor Civ5 got this completely right (in my opinion). Both the stacks and the 1UPT have their pros and cons, but in all honesty, I find the 1UPT system really clumsy (or at least not well implemented in its current form – the fact that you can't even group a settler with its guarding unit and send them off together is absolutely crazy IMHO). In addition, the AI seems to have a really hard time utilising it. I propose to go with a completely new system, which is similar to Heroes of Might and Magic series (minus the combat screen).
  • HOMAM explained: For those of you unfamiliar with HOMAM series, firstly – you should go give it a try right now, it’s a great game series, and secondly let me explain how units work in that game: You have your town producing units (similar to Civ). These units do not generally move around the map on their own, but instead are grouped under one or more "heroes". Heroes lead their units to combat and perform supporting actions (casting spells, etc.). Each hero can only lead a limited number of unit types (e.g. archer, elf, dragon) but within these types, the number of units is unlimited. Units themselves do not gain experience – instead, it is the hero who gains the experience and though it, specific skills and abilities affecting the units he leads. The combat itself takes place on a specific combat map, but I do NOT propose to include this in Civ6.
  • Implementation: Firstly, the new system would not affect the civilian units (settler, workers, etc.) or explorers, who would work just like they did in Civ4 (i.e. you can stack them). However, the combat units could only be positioned in cities and forts or move around the map as part of armies under individual "leaders" – there would be 1LPT (leader per tile) limit. The units themselves would no longer gain experience. Instead, leaders would gain experience and gain promotions (similar to Civ4/5 system) – benefiting all units under their command. Each leader could only lead 3 unit types (e.g. archer, spearman and chariot) and a limited number of units in each stack (cities and forts would have their own appropriate limitations). You would not build leaders, instead, you would gain them depending on some criteria (number of cities? population?) and could increase that number further by focusing on appropriate civics/policies/religion upgrades (some wonders and technologies should also grant additional leaders). The combat itself should stay simple IMHO – i.e. the combat result would be determined automatically as in Civ4/5.
 
For example, a library or a school (i.e. science tier 1 building) can be built in all cities. But in order to build a university or observatory (i.e. science tier 2 buildings), you need to have at least 3 tier 1 buildings.

wont it favor wide empires too much?

i think tiered buildings should upgrade earlier ones like in Colonization (if you played it). its silly to build walls then castle then arsenal in the atomic era to get to military base. you should be able to build the military base right away but if you already have an arsenal you get a discount. And their effects should not stack but the higher value used. That is, obsolete buildings would be useless unless they provide some culture or stuff, and would be scrapped. As a side effect, building lists will be shorter and easier to manage.

there should be different requirements for national wonders, a-building-in-every-city is too lame, its enough that their costs rise with city count. there should be more interesting reqs like kill X enemy units to build Hero Epic, spawn Y great people to build National Epic etc.
 
wont it favor wide empires too much?
But is that a bad thing then?

Can you really call a 3 or 4 city civilization, an Empire?

there should be different requirements for national wonders, a-building-in-every-city is too lame, its enough that their costs rise with city count. there should be more interesting reqs like kill X enemy units to build Hero Epic, spawn Y great people to build National Epic etc.

Interesting! I like that.
 
But is that a bad thing then?

Can you really call a 3 or 4 city civilization, an Empire?

Exactly what I was going to say. Of course, the number of required buildings should scale with the size of the map.

As to the national wonders, I completely agree that the Civ5 system is not very good and more specific requirements, like the ones you proposed, would be much more interesting.
 
Spoiler :


[*]Civics/Policies: I propose a system which is a hybrid between civics and policies. You would have let say 4 basic civic options (let call these government, focus, economy and ideology) - in each you can choose only one option (civic). For example, under the government civic, you could be a monarchy, a republic or an empire. Under focus civic, you can focus on trade, religion, science or culture (or exploration?). Under economy civic, you can have slavery, feudalism, free market or socialism. Under ideology, you can focus on freedom, order or autocracy (yes, like Civ5). Civics will become available via progression in the technology tree. You can then purchase (with culture) individual policies under these civics which give you more bonuses. But, if you are a republic, you can only purchase republic policies (i.e. not monarchy/empire civics). You can revolt – in which case, you would lose a portion (e.g. 5%) of the culture invested in the `respective civic. Under such system, you need to actually think about which civic to choose – bad decisions (or change of circumstances) can be remedied by switching later, but not without cost.
Spoiler :


Focus & Economy already is served by Social Policies. I don't mind the social policy system as it allows you to pick policies that influence what direction your civ is going in - for economy this is pretty rudimentary though so I agree it could use a lot more work there.

The focus part works pretty well already in that you choose policies to further religion, diplomacy (citystates), culture/tourism etc...

What doesn't work well and is missing is a means to implement a rapid change to your civ. Thing is the social policies are just a gradual way of directing your civs progress.
So you're right that we do need a government option that can be changed more readily to perhaps allow your civ to react to external circumstances more quickly. Ideologies does this to a degree but that is only the last era's of the game.
 
Focus & Economy already is served by Social Policies. I don't mind the social policy system as it allows you to pick policies that influence what direction your civ is going in - for economy this is pretty rudimentary though so I agree it could use a lot more work there.

The focus part works pretty well already in that you choose policies to further religion, diplomacy (citystates), culture/tourism etc...

What doesn't work well and is missing is a means to implement a rapid change to your civ. Thing is the social policies are just a gradual way of directing your civs progress.
So you're right that we do need a government option that can be changed more readily to perhaps allow your civ to react to external circumstances more quickly. Ideologies does this to a degree but that is only the last era's of the game.

Just to clarify - when I gave the following example: "But, if you are a republic, you can only purchase republic policies (i.e. not monarchy/empire civics)." I meant that each of the four proposed civics would work this way. I.e. if your economy is free market, you cannot purchase feudalism policies without revolting to feudalism first (and losing some of the invested culture). This is something I do not like on the current implementation of policies in Civ5 - that you can at the same time pick policies, which in real life are incompatible.
 
Just to clarify - when I gave the following example: "But, if you are a republic, you can only purchase republic policies (i.e. not monarchy/empire civics)." I meant that each of the four proposed civics would work this way. I.e. if your economy is free market, you cannot purchase feudalism policies without revolting to feudalism first (and losing some of the invested culture). This is something I do not like on the current implementation of policies in Civ5 - that you can at the same time pick policies, which in real life are incompatible.

Ahh I see where you're coming from.

That makes some sense although ultimately it doesn't fully hold up in reality. It is surprising how much nations have mixed-and-matched supposedly contradictory policies. In the case of feudalism though it wasn't that the Roman people revolted to it - it's just that it ended up being a system that offered a level of social & economic stability that was better than any alternative so it gradually replaced the role of government as the latter slowly lost influence.

China has done some bizarre hybrid free market economy combined with a communist style government that ironically seems to be doing better than the USA - the country that invented modern capitalism....

Another example with Rome; they started with a senate and ended up with an emperor so on the surface you could argue the republic system disappeared and was replaced with an absolute monarchy.
However the influence of the republic actually remained and continued to determine the way European governments evolved in a way that was uniquely different from Oriental Empires.
The Roman Emperor was not actually a despot - essentially he was the chief public servant who was expected to serve the interests of the State. The concept came from the republic ideal/system - the leader is only the first among equals. Even though many emperors were tyrants and abused the system there were many that upheld and respected the office they assumed and did not abuse their power and position.

So essentially in this situation you could argue that the Republic system created a unique form of Monarchy that was more dynamic and arguably more robust than the oriental model. The system also allowed for a healthy amount of independence in the Roman provinces that allowed local aristocrats to maintain their cities & infrastructure in a way that a centralised state probably could not.

Conversely the Assyrian, Babylonian, Persian & Chinese Emperors were considered basically as Gods who the general population would generally never even be able to glimpse (very different from Rome where the Emperor could be viewed in the Colosseum or Circus Maximus). The system here was essentially top down. The Emperor ruled with absolute authority over all aspect of society including the State.

Curiously enough this way of thinking still permeates through the developing and third world today. The reason why Africa was never able to make use of the vast amounts of aid was that most politicians and civil servants were not interested in serving the interests of the state - they took office to serve their own agendas which is usually making sure their family & associates are wealthy and could consolidate more power.
That attitude permeates through entire countries which end up crippled by corruption and the result is stagnancy and poverty.


Anyway I don't think the choices should be too rigid. I didn't like how the old Civ 5 forced you to pick between Piety and Rationalism.
 
Redaxe, from Diocletian, roman emperor did not differ anymore from oriental analogs, even in formalities (all the ceremonial was borrowed from persia). Imho it was patron-client system and the roman law what shaped the post-imperial political reality in western europe.

what i propose is a cultural upkeep mechanic:
every policy has not just a cost but also should be maintained. E.g. you pay 500 culture to unlock a policy and then say 5 culture per turn per city to keep it activated. Then you can switch it off in favor of something else, or to accumulate culture faster to buy some new and fancy policy. And later you can reactivate it, as you have already bought it in the past, just switch it on and pay upkeep.
 
@Redaxe: Ok, I admit one could argue that so many hybrid systems exist or existed in the world, that the Civ5 system is actually (even more?) realistic. Though, from game-play point of view, I would still prefer to pick only one of the civics to develop in each category. Not saying it is the better option, only that I prefer it more.

@killmeplease: I like your "cultural upkeep" idea. It seems like a very interesting alternative implementation of the policies system. However, I am wondering whether such system would not be more easily exploitable? (I don't know actually... just thinking aloud).
 
I like your "cultural upkeep" idea. It seems like a very interesting alternative implementation of the policies system. However, I am wondering whether such system would not be more easily exploitable? (I don't know actually... just thinking aloud).

i think all exploits can be prevented by developing a system which is coherent enough in its design. and even if it is not it can be patched with special rules eliminating exploits like it was with many things in civ5.
 
I loved how Civ4 had 2-3 leaders for some civs and I would rather see 20 civs with two leaders each than 40 civs.

But the problem with this is that the game becomes too Eurocentric. I would rather have many different diverse cultures in the game rather than many of the same.

Now, having 40+ civs with 2+ leaders each would be the best of both worlds.
 
Redaxe, from Diocletian, roman emperor did not differ anymore from oriental analogs, even in formalities (all the ceremonial was borrowed from persia). Imho it was patron-client system and the roman law what shaped the post-imperial political reality in western europe.

Yeah that is true but I think that Diocletian really had no choice by that time. After the 3rd century crisis the state that Diocletian inherited was on the verge of collapse. Arguably he had to clamp down and increase the bureaucracy and military to hold things together. The Roman Empire was just to big and too unstable to realistically function reliably. I do wonder though if many of these changes were only temporary - most of Diocletian's reforms were revoked later - what he did seemed to bring about enough order and extra civil service to hold things together a bit longer.

That said I think the most significant achievement of Diocletian was for him to retire from the position of Emperor and live out his final days growing vegetables in peace. I still think that decision shows that the Roman political ideology still drew a little influence from the old republic even it was nearly dead. No Emperor in Persia or China would voluntarily abdicate from the throne so I believe Rome still had some of its old classical ideology left. In essence his retirement meant that

1)Diocletian sent the message that the position of Emperor is there to serve the interests of the State
2)The Empire shouldn't be too dependent on the autocratic authority of an Emperor
3)The civil service, military and politicians should not see power as the be-all and end-all
4)His retirement was a symbolic gesture of faith in the Roman institutions to maintain law and order without needing a tyrant to hold things together.

Also not all of the Emperors followed in his autocratic manner. Roman Emperors such as Valens & especially Theodosius 2 and Anastasius ruled with a level of restraint and respect for the Roman traditions and state. Some of the later Emperors like Basil 2 also rejected the privilege of the palace and reduced the power of the aristocracy and empowered the peasants and soldiers.

The other interesting thing is that despite Diocletian's attempts to lock people into their social class the later Eastern Emperors were often peasant, barbarian or soldier usurpers (think Zeno, Justin, Justinian, Theodora etc....). So it seems the class barriers might not have been as strong as Diocletian intended them to be.
Also if you read Procopius 'Secret History' - he destroys Justinian and Theodora's legacy - much of his political and philosophical thought is based on the classical ideals of Greece and Rome. Hence his attack on Justinian is for his blatant disregard of Roman customs and interests, which ultimately fatally weakened the state. Justinian managed to split the church, ruined the economy by taxing the population into poverty - even after they were devastated by plague and Persian attacks, forced a Roman Pope to abdicate, persecuted 'heretical' christian sects and other minorities in the Empire.
Essentially he dismantled the only incentive left for the provinces to remain part of the Empire. At least under previous Emperors people could get on with their lives because they were considered 'Roman' and not as Justinian enforced 'Chalcedonian Christianity'). So discontented was the population of the Byzantine Empire that by the time the Persians invaded, the provinces just fell apart (so the loss of Roman identity and faith in a just government - perpetuated by Justinian is what ultimately caused the final 'fall of rome').
So I suppose you could argue that Rome fell because Justinian destroyed the identity of the Roman citizen


@Redaxe: Ok, I admit one could argue that so many hybrid systems exist or existed in the world, that the Civ5 system is actually (even more?) realistic. Though, from game-play point of view, I would still prefer to pick only one of the civics to develop in each category. Not saying it is the better option, only that I prefer it more.

Having some restrictions probably makes sense but ideologies already do that to some extent - for instance you can't play Freedom and take Gunboat Diplomacy or enforce a 'cultural revolution'.
However you can still be a Freedom civ and have a the Piety tree filled out - a good example here is Greece - the state still pays for the salaries of priests for instance - which considering the current economic state of Greece probably isn't the best idea.

Another good example are the Scandinavian countries - democratic (Freedom), capitalistic (in theory) but actually are more socialist (very high taxes but very high government services). Arguably more socialist than China which still considers itself Communist! Ask yourself if you are sick or disabled which country will look after you better; China or Sweden.

I think the amount of hybrid options is about right and is good because it gives a lot more interesting options for gameplay.

As far as a culture cost for maintaining policies - this is possible but also problematic if you are dealing with 1 off policies that offer an instant benefit - for instance the settler bonus in Liberty or Volunteer Army.
 
I would like if there was more "imaginary" things in Civ6:
-Natural Wonders (Atlantis, Babel Tower)
-Wonders (Space Elevator)
-Technologies (Spaceships, Antimatter)
-Units (Antimatter Bomb, Robot)
 
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