So I have been working on some new ideas and changes in my spare time and came up with a list of things I'd like to see in Civ VI (probably with the first expansion). Anything presented is subject to change and most ideas need a bit more development, therefore external ideas and suggestions are more than welcome. Changelog: Spoiler : 18/8/2017: a) Great Diplomat list updated (removed Colin Powell and Kofi Annan, added Jean Monnet and Dag Hammarskjöld b) further diplomatic options added (vassal details, non-aggression pact) c) added emergency meetings for the World Congress d) new espionage unit added 14/8/2017: Created. New district: Government complex: 3 buildings (City Plaza, Senate, Parliament) Provides Great Diplomat points per turn and influence points per turn. Gets +1 adjacency bonus from the City Center, wonders and Commercial Hub districts. City Plaza (classical era): +1 Great Diplomat point, +1 Housing, +2 influence points, 1 Citizen slot Senate (renaissance era): +1 Great Diplomat point, +2 Housing, +4 influence points, +2 Gold, 1 Citizen slot Parliament (modern era): +1 Great Diplomat point, +2 Housing, +6 influence points, +2 Production, +3 Gold, 1 Citizen slot Great Diplomats: 1) Demosthenes (classical) 2) Marcus Baebius Tamphilus (classical) 3) Gan Ying (classical) 4) Sa’d ibn Abi Waqqas (medieval) 5) Shen Kuo (medieval) 6) Constantine Choirosphaktes (medieval) 7) Francesco Foscari (renaissance) 8) Sir John Donne (renaissance) 9) Giosafat Barbaro (renaissance) 10) Talleyrand (industrial) 11) Benjamin Franklin (industrial) 12) Ioannis Kapodistrias (industrial) 13) Abdulhak Hamid Tarhan (modern) 14) Cristoforo Negri (modern) 15) Tatsuo Kawai (modern) 16) Elmira Gafarova (atomic) 17) Emily Greene Balch (atomic) 18) Dag Hammarskjöld (atomic) 19) Nelson Mandela (information) 20) Yasser Arafat (information) 21) Jean Monnet (information) [thanks @Siptah ] Note: Haven't figured out each one's effects yet. New victory condition: Diplomatic victory (the World Congress is back). Victory is achieved when you become the head of the Grand Council 3 times in a row. The Grand Council is now a new mechanic of the World Congress where the top civs of each game (number depends on map size). Influence points in the World Congress determine which civs are considered "top civs" in order to enter the Grand Council. They have more leverage over decisions and gain a new type of casus belli “Peacekeeper War” which allows them to intervene in ongoing wars on one of the sides and resolve the conflict (low warmonger penalty as long as no claims are made after the conclusion). There is a vote every a set number of turns (based on game speed) where all members of congress vote on which member of the Grand Council becomes its head that amount of time. Only the head of Grand Council can veto decisions. Decisions are in general suggested by all members. The World Congress can ban certain resources, outlaw nukes, give eurekas to certain techs or civics or choose a “global focus operation”. Global focus operations boost something globally for all civs, for example production towards wonders, science yields, cultural output etc. The World Congress can be called once for each civ every a set number of turns (depending on game speed). A recent change done cannot be undone also for a set number of turns. City-states have less voting weight than regular civs (half of a regular vote). Grand Council members have the ability to call emergency meetings after some events (natural disasters if they get implemented, wars, use of nukes etc). At these emergency meetings, the Grand Councils member who called it must propose an action. If it is a natural disaster, civs can agree on sending financial aid to those affected or food. If it's a war, they can decide to declare a Peacekeeper War (must be approved by the majority). Civs that abstain or vote antithetically to others will create some friction on the "friendliness" axis with the other civs, for example refusing to send aid to a civ affected by a natural distaster. Reworked Agendas: Instead of changing attitude, they now act as secondary factors that encourage or discourage cooperation. For example, while not unfriendly, the AI can be less willing to conduct trade with you. Or, following the agenda with a friendly AI will have a chance of the AI giving you gifts and being more loyal throughout the game. Reworked diplomacy: 1) The number of turns a type of good can be sent is now modifiable (no longer fixed at 30 turns) and this plays a role in the size of the offer that the AI will consider. 2) Civs can now trade map information, envoys (unused, not already expended), already finished techs and civics that the other civ has not researched (only eligible if the other civ currently has the ability to research it) as well as food per turn. 3) Ongoing trade agreements can be cancelled at any time (with a gold penalty depending on the amount of turns remaining in the deal). 4) New “axis” for AI attitudes is added. The current attitudes are part of the “friendliness” axis (Hostile/Denounced, Unfriendly, Neutral, Friendly, Ally/Part of Friendship). The new axis adds the “interest” axis which addresses the rate and scale of interaction between the player and the AI. These statuses are: Indifferent, Ignoring, Neutral, Interested, Involved. 5) Alliances and friendships can now only be achieved if there is at least “interested” attitude between the player and the AI. The AI can only declare war on civs that it has at least the “interested” attitude towards them. [These mostly address the out-of-nowhere nonsensical wars and alliances the AI makes with the player currently] 6) The AI will now be significantly harder to declare war on recent allies with an exponential rate of change in willingness. Easier for the AI to gradually be able to become more friendly with a civ it has been at war with previously (no longer perpetually denounces) with also an exponential rate of change. 7) Defeated civs in wars or smaller allies can now become your vassal. Vassals act as city-states in that they are independent, but are obligated to follow you to war. Vassals don’t lose the game just because of the vassal status. “Lord” states (civs that have vassals) have additional influence points per turn. Vassals also retain their voting power (full vote), but must always vote for what their Lord civ has voted for. 8) Having different governments with someone no longer creates friction. Instead it has the same effect as not following one’s agenda. 9) Having different religions is now a valid reason to start a religious war, but without the previous requirement (your cities converted), the warmonger penalty is 50% higher. 10) Civs can now annex city-states they are the suzerain of, if a set of requirements is met.For example, an envoy theshold and having researched a certain tech or civic. 11) An alliance may now be consisted of more than 2 civs and can have a name. 12) Capitals can now change voluntarily by the civ controlling the involved cities for a set gold cost after a certain point in the game or via some other effect (no ideas here yet). Can only happen every a set number of turns so it cannot be spammed. 13) New "Desire for Independence" mechanic added for vassals. The more powerful a vassal is, the larger its Desire for Independence. This diminishes through peace, trade with the lord civ and amenities, but is reinforced by warmongering of the Lord state, low amenities or weakening of the Lord state's power. It has 5 stages: Loyal, Cooperative, Neutral, Restless, Revolting. 14) Vassals can be liberated willingly by the Lord civ or by another civ through a Liberation war. If the vassal has "Restless" status or above in its desire for Independence, it can join the liberator's side during the war. If It has "Neutral" or lower, it will join the Lord state's side normally like all vassals do. The Liberation of the vassal can be done via liberating cities or via winning the war and demanding it in the peace agreement. 15) Vassals can be annexed by their Lord states only if they have a "Loyal" status, positive amenities in every city, the vassal military is at most half the size of the Lord state, every city the vassal has borders the Lord's cities and after a certain tech or civic is researched (just like with annexing city-states). 16) Civs have now the ability to form non-aggression pacts. These ensure for a number of turns that each civ will be unable to go against the other in a war directly or indirectly. The deal can be broken only via declaring war directly on the other civ, but this will bear the maximum warmonger penalty. New espionage unit: Hacker: Information era unit that does several operations a regular Spy unit cannot, while not doing any of the Spy’s tasks. The Hacker can steal gossip, foreign trade agreement exact details, look at an opponent's city details (stats, citizen slots distribution, what is currently being produced), briefly halt a civ’s tech or civic progress and (with a small chance of success) alter a civ’s vote in the World Congress. Gains promotions and upgrades to its title similarly to the Spy. Spies can now also do more covert operations: They can steal map information, non-expended envoys, special project progress (e.g. the Manhattan project) and resources (luxury or strategic) for a set number of turns.