Next expansion pack?

This is what I would like to see in the *next* expansion......even if I am *loving* the current one ;).

-More Labour related Social Policies....& perhaps even a separate slot for Labour Policies (Serfdom, Organized Labour, Slavery, Indentured Labour & Caste System comes to mind).

-A World Congress system that builds on the firm foundation of the new Alliance & Emergency systems.....obviously with the City States included.

-More ways to *lose* envoys as well as gain them: Bullying/Protecting (a la Civilization V), Failing some Quests, Ignoring a City State for too long, Spy Missions aimed at Election Rigging/Coups.

-More Great Musicians & Great Works of Music, & more places to house Great Works prior to the Modern Era.

-Expansion of the Theming Bonuses to something similar to what it was in Civilization V.

-Have Culture/Tourism & Trade Routes impact City Loyalty in a similar way to how it worked in Civilization V.....possibly with a return of the Ideology system.

-Expand the Sabotage Mission for spies beyond Industrial Zones. Let them sabotage City Centers, Neighbourhoods, Holy Sites, Theater Districts etc etc.
 
Some sort of tourism/culture based projects to increase tourism. This could also boost the economy temporarily too. I’m thinking like an entertainment complex hosting a major sporting event, theatre square hosting a concert, something that’s temporary but would add to the culture/tourism side as well as bring more to the entertainment complex.
 
More infrastructure such as public transportation. start out with caravans, move to trains of different types (passenger, cattle, troop transport), then to aircraft, then space etc

Ways to make tundra/desert not such a handicap. I get they can’t be as productive but right now starting with half tundra is an auto reroll
You can adjust the amount of tundra and desert by changing the values in the Terrain.lua file.
Desert is set to 25%
Tundra and snow have latitude limits that you can adjust.
 
You can adjust the amount of tundra and desert by changing the values in the Terrain.lua file.
Desert is set to 25%
Tundra and snow have latitude limits that you can adjust.

Didn’t know, might change it. I don’t mind desert but playing on higher difficulty it’s almost impossible to build Petra and if you don’t you’re pretty much hooped
 
Some ideas

- Railroads and industrial revolution
- Corporations
- Lategame climate change and environmentalism
- A bunch of endgame futuristic military units
- More baseline military units
- Improved religious gameplay and victory
- Improved goddamn AI
- World wars (engaging most of civs on two sides)
- Vietnam, Italy, Mali, Hungary, Navajo
 
I didn't care for the way the UN/World Congress has been implemented in the past. They said they considered it with R&F but went with Emergencies instead, which are temporary, focused alliances. I wouldn't mind that being overlooked in future expansions.

I would like to see Corporations. I think there could be lots of interesting ways to flesh them out and adapt them to the Civ VI model.

I also want to see more victory types, but not "control the most city-states" or "have the most money" victories.

I think you have to incorporate the City State system into a Diplomatic Victory, but I agree if it's just control them all, it's boring. I also agree that the Emergencies mechanic does a better job. Perhaps the UN Security Council can come at the end of the game in which the three biggest civs at the foundation of the UN become permanent members and they can choose to initiate emergencies instead of it happening randomly. It's a thought.

A diplomatic victory could fit nicely with some civs. Austria could get Metternich. The Iroquois could bring back Haiawatha. I'm not sure how the Ottomans or Inca will work, but there's time. Ottoman could go with a fleshed out religious game.

I would like corporations, but I think it's tricky. I didn't like how Civ IV did them. But I do have ideas for a commercial victory that might be a bit too complicated, but doesn't play with the "Bad Economics" you tend to see from people suggesting it.
 
I don't really get the love for Diplomatic Victory. Yes, it was present in earlier games. It wasn't fun in any of them. It's always been basically an Economic Victory or a Population Victory, which doesn't even involve Diplomacy.

If you made me bring back Diplomatic Victory at gunpoint I'd probably have it as something like:
  • Diplomatic Victory can be claimed by two civilizations.
  • Diplomatic Victory Imminence can be triggered under the following circumstances:
    • These two civilizations control ~75% of the game's landmass and/or population.
    • These must not be the only two civilizations left in the game.
    • The United Nations has been created, both Civilizations are in the Information Era, and both Civilizations share the same Government.
  • Under these circumstances, the two civilizations can agree to establish a mutually prosperous relationship to exploit the remaining countries.
    • A Diplomatic Victory will be triggered in 20 turns
    • If a war is declared between these parties, the deal is cancelled and the backstabbing party gains a boost to combat strength at the expense of an enormous warmonger penalty. This is the only way to cancel a Diplomatic Victory after it has started.
    • If a Diplomatic Victory is successful, both Civilizations are treated as the winner, and their final scores are averaged together with a score bonus of ~10%.
    • If a Diplomatic Victory is cancelled by war, a Diplomatic Victory cannot be attempted again between the same two parties for 30 turns after the war ends.
This form of Diplomatic Victory
  • Interacts with combat in the form of a lategame motivation for war and backstabbing bonus.
  • Actually involves something resembling diplomacy and politics.
  • Can be used by a winning player to avoid wasting time dealing with a lesser player who has a lot of land, or a lesser player who knows they can't win against a larger player (but the latter case needs to worry about getting betrayed and annihilated) with a more time consuming victory type.
  • Aids in roleplaying by allowing a cooperative victory against that one AI you just can't bear to kill (but leaves open the possibility that they might betray you, which might certainly change a few minds.)
  • Is designed not to be satisfying enough to outweigh normal victory types (who wants to share a victory with the AI, after all?), but still feel quite a bit better than just pimping a dozen city states the turn before an election.
And naturally some AI leaders would be more willing to let you leech off of them with Diplomatic Victory than others, with all of them needing you to be at least somewhat friendly with them before they'd even consider it.

Excellent Idea: Shared Victory! It brings back fond memories of the old boardgame Diplomacy, in which a very common 'victory' between/among equally devious and treacherous players was a Stalemate involving 2 or more countries.
Also, and can someone confirm this, but I don't believe anything like a 'shared victory' has ever been implemented in Civilization games before. Something New! Double Hoorah!

Some sort of tourism/culture based projects to increase tourism. This could also boost the economy temporarily too. I’m thinking like an entertainment complex hosting a major sporting event, theatre square hosting a concert, something that’s temporary but would add to the culture/tourism side as well as bring more to the entertainment complex.

I confess, I really loved sending a Great Musician 'On Tour' to influence another Civ in Civ V! Expand that sort of thing to International Sporting Events like the Modern Olympics, World Cup, etc. and even tie it in with Great Merchants establishing the apparently-much-desired return of the Corporations in other countries, and a whole new batch of international relationship-influencing actions open up in the middle and late game...
 
Would definitely like to see a real update at the industrial revolution, and a real emphasis on late-game. Handling things like pollution, urban migration, transit, etc... in a real way. Heck, even something with a real decision like setting up your cities as skyscrapers + suburbs, or the standard european somewhat constant density, is something to think about. I mean, we don't have to turn it into sim-city, but those are all the decisions that you do make as you grow, and they would have different housing/amenity requirements (something like skyscrapers would require less housing, but more amenities)?

Basically, some late-game love would be nice.
 
Yeah, me too. I was thinking of something like railgun ships and exoskeletons.
Please bring Simon Stålenhag on board to design them. :D
 
I don't really get the love for Diplomatic Victory. Yes, it was present in earlier games. It wasn't fun in any of them. It's always been basically an Economic Victory or a Population Victory, which doesn't even involve Diplomacy.

Just because it was poorly implemented in past iterations doesn't mean it has to be in 6. Think about Civ5 vanilla's cultural victory and how much it was improved in BNW. I see no reason why they can't make similar strides with diplomatic victories. As to why people want it, I can only speak for myself, but here are my reasons...
  • The late game needs something to balance it with the early game. The early game has exploration, but the late game still needs something to break up the monotony of clicking Next Turn until victory is achieved or boredom sets in.
  • There should be a peaceful means of dealing with problematic Civs. Right now your only recourse against trouble makers is to declare war against them. Having the option to handle these situations diplomatically gives peaceful players more options. Given how bad the AI is at warfare, warmongering becomes a dull solution for every problem.
  • A large enough voting bloc can allow players to pass resolutions that speed their runaway victories towards conclusion. If you've got a cultural victory in the bag and have enough votes, passing a resolution that boosts great writer, artist, and musician points or enhances tourism might be the difference between you seeing the game to its conclusion and quitting early.
  • The other side of that coin is diplomacy can buy you the time you need to turn a losing proposition into a victory. If a science powerhouse is screaming towards a science victory, passing resolutions that impede research or diminish great scientist points can open the door for you to snatch victory from the jaws of defeat.
  • Finally, I like variety. As such, I welcome another victory condition. What's more, I want to see what the developers can come up with for new Civ and leader abilities pertaining to diplomacy.
 
I'd like to be able to tell other civs to back off from my city-state allies. Maybe once you become a suzerain you can have an option to set it so that attacking the city state means attacking you.

I think the amenities system needs a rework, and maybe the housing one too. I'd like to see a return of the "We Love the King/Queen" day. It's rewarding to see that.

Not sure if I'd like to see more systems, I kind of want a language system but I'm not sure if that can be added to civ yet.

Pretty hopeful for the next expansion, the AI is much better now, and they've done a great job with Rise and Fall. More peaceful civs would be nice.
 
Yeah, me too. I was thinking of something like railgun ships and exoskeletons.

Hummm. The latest US Navy 'Destroyer' weighs as much as a WWII Heavy Cruiser and has a gun that can fire over 150 kilometers with Terminal Homing capability - but the individual rounds cost so much they can't afford to buy or fire them!

Leaving aside all the modern weaponry that Civ VI (and previous Civs) leave out, like fast-moving Stryker-type armored 'cars' and ultra-long-range 'conventional' artillery and Radar-guided counterfire and other 'goodies', the trend in warfare in the last 20 years is towards enhancing the capabilities of the individual soldier rather than build Giant Death anythings. Stuff like individual land and air Drones, all-weather, all-light sensors deployed by individual soldiers or squads, exoskeletons and nano-swarms and body armor that makes a late Medieval Knight look positively naked.

For Future Tech, in fact, we are approaching the boundaries of Heinlein's "Mobile Infantry" in armored power suits (yet another example of Heinlein's ability to anticipate events!).

For Atomic/Information Era Units, something like All Terrain Infantry that can move at speed in multi-wheeled vehicles like Strykers but dismount with more firepower and protection than a WWII armored outfit and a Vision Range of 3 or more Tiles (Drones, Satellite Links, etc)
Plus an Upgrade to aircraft that allows them to attack a tile from a tile or more away ('smart' missiles)

- Those would be my two Minimum New Things for late game military units.

There are design projects and prototypes for Really Advanced Tanks with self-loading 140mm and larger cannon and almost incredible protection and survivability systems, but I'm not sure they will ever be built in quantity: they, like aircraft carriers, have become too big and are a target for too many things. If built, I suspect they will go down as another example of the Dinosaur Mentality of General Officers - who never saw a Big Toy (battleship, aircraft carrier, tank) that they didn't want, and never had/have a problem finding a Politician dumb enough to hand them the money by the truck-load without asking how it was going to be spent...
 
One other thing I would love to see in the next expansion would be alternative uses for the Great Artist, Great Writer & Great Musician....again, a la Civilization V. Any one of these Great People could have abilities like a Culture or Loyalty Bomb, or could be a source of Instant Historic Event Points. Great Writers might grant you 1 or 2 Inspirations (Random or Specific). Great Musicians could get the Concert Tour ability they had in Civilization V.
 
I've got a lot more to write about this, but here's my First List for the next Expansion:

Commercial Victory:

Which includes not just Amassing Gold, but also dominating the world's Trade System and establishing Cultural-Like Influence in all the other Civs (and a majority of City States)
"We're not only wearing your blue jeans, we're paying top price to buy them from you!"

Among the additions: Envoy-like 'units' like Factors/Agents who can establish commercial outposts in other Civs and/or City States from early in the game. Among other things, establishing Trading Posts to extend your Trade Routes: if there can be a Silk Road extending across Asia in the Classical Era, it should also be possible in the game.

Later, these Outposts could become elements in International Business (Corporations) which could be established by certain Great Merchants (Fugger, Rothschild, Mitsui, Vanderbilt, Rhodes, Harriman, Ford, Rockefeller, etc., etc.) These businesses would definitely include International Banking, one of the earliest major trans-national types of business, so that Civs and City States could borrow Gold - and other Cvs with the HQ of the International Bank could rake in the interest and other considerations.
Speaking of which, a revision of Resources, their definitions and placement, so that a Civ could establish early Monopolies for major Gold and Influence bonuses. Silk, Porcelain, Cheap Cloth, certain Dyes were all very lucrative monopolies for civs like China, Britain and Phoenicia at various times, and the possibility adds depth to the Trade system and new Focuses for International Business
And 'natural' Resources should be increasingly replaced and supplemented in the game by Manufactured Resources - Amenity, Gold, Trade enhancing materials available from Buildings and Technologies later in the game. Why shouldn't some Civ be reaping huge benefits from Automobiles in the Modern Era or Solid-State Electronics sold to other Civs in the Atomic-Information Eras?

(Historical Trivia Input: The largest car and truck manufacturers in Nazi Germany in the late 1930s were partly owned by - Ford and General Motors. And the largest tank factory in the Soviet Union: Zavod 183, the Kharkov Tractor Works, was an exact copy of Ford's River Rouge Plant in Detroit, built for the Soviets by Ford engineers - International Business and Profit make for strange Bedfellows, indeed!)

Part of this also is the enhancing of the Ocean: Sea Trade Routes carry more, farther, make more Gold than land routes until the Industrial Era (railroads). AND Settlers, Builders, and Recon units at least, can move through Coastal Waters from the beginning of the game - IF your starting city is in the Right Place (coastal, naturally). And similar enhancements/bonuses apply to Trade Routes traced along rivers, which should extend the routes and their returns greatly - again, until Industrial and Modern Era land transportation catches up with barges and boats in the ability to transport Large Quantities of materials.

Diplomatic Victory:

This relates to more than just Start the UN/World Congress, get votes. Internationally recognized 'norms' and laws started much earlier: like in the Medieval Era with Erasmus. It should interact with Warmonger Penalties, International Opinion of Civs based on their 'conformity' to The Rules - which should change during the game.

Just for an example, Borders will stop at the coast when the game starts - there was no Law of the Sea, nobody cared much who sailed/rowed by as long as they didn't stop and steal anything. That ties in with Making the Ocean Important, because you can explore almost anywhere by sea early on - until you run into Hostile Civs. City States, or 'Barbarians' - and ganging up against, or supporting, 'Barbarian' Pirates is another type of Very Early Diplomatic agreement.

The types of agreements throughout the game, then, should be more varied and potentially involve more than just 2 'players' - City States and 'third party' Civs can get involved - and you should be able to make Diplomatic Agreements with 'Barbarians' as well - for trade, alliance, or maybe just to sic 'em on your neighbor!

Mercenaries will not be just a word on the Civics Tree: you should be able to 'rent' your Units out, rent or buy units from the Barbarians, City States, or other Civs (wth varying degrees of restrictions, of course).
Some City States, in fact, will make a very good thing out of permanently renting out their troops - like Berne/Geneva with Swiss Pikemen, Darmstadt with Hessian Fusiliers, or Rhodes with Slingers. And the only way anybody other than Mongolia and Scythia are going to get Horse Archers is to ally with them, rent from them, or hire from the Barbarians! (Of course, if Shaka manages to hire some Keshiks, The Game Is Over!)

Once a World Congress of sorts is established, a lot of this will go through it: so getting condemned by it will seriously hurt you ability to make Good Deals (bye, bye Commercial Victory!) and increases your chances of being Militarily/Diplomatically Isolated (Hello 'Peacekeeper Forces' composed of Zulu Keshiks!)

Systems don't lead to Victories in Isolation: you will have to engage Diplomatically and Commercially to stay viable as the game progresses - and Religious Influence will certainly count Diplomatically as well!

More to come...

Wow...great ideas! I would love to have mercenaries of unique units
 
Another thing I would love to see in the new Expansion might be a return of some of the better buildings of previous Iterations of Civilization. The Guilds, Opera House, Public School, Constabulary & Police Station from Civilization V (to name a few), & the Courthouses from Civilization IV (with perhaps an added Loyalty bonus alongside their cost reduction abilities), as a couple of specific examples.

It would also be nice to see staffing of District Buildings with population produce greater benefits than having the buildings alone.

It might also be nice to see Energy Security & Pollution play a role in the later game somehow. Have Coal-based energy generate reduced amenity, perhaps, whilst allowing for players to build Solar Plants, Hydro-Electric Plants or Windmills/Wind-farms.
 
On the matter of World Congress & Diplomatic Victory, I think it could work if we avoided the arbitrary "President of the World" nonsense, & have instead an ever increasing point system. Points for each level 3 Alliance you attain, every City state you are Suzerain of for X turns, the number of civs you can recruit for a *successful* Emergency, the number of wars that you can convince other players to end, the number of successful motions you can pass through the World Congress/UN. That kind of thing.
 
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