Civ Vi: Dark Times 1. Plague mechanic A plague mechanic similiar to the Natural Disaster mechanics of GS. Trading with civilizations, settling in different climates and going to war with afflicted civilizations increases the chance of the disease popping up in the nearest city. Not only does that city suffer population loss, but production, gold, culture and science output of that city is reduced with the varying levels of the how bad the disease is. All plagues go away in time, but you can halt/prevent running projects such as Vaccination, Quarantine, Find Cure etc. 2. Identities These are how the people of each civ views itself, and give significant buffs and debuffs to certain victory types in the late game. There are 8 identities, Domination, Conquest, Rational, Philosophical, Cultured, Natural, Peaceful, Political. These are shaped throughout the game depending on your actions, and when the world enters the Industrial Era these ideologies are revealed to them. 3. Dynamic Conquest Conquest and domination now have a more depth. Morale and discipline now affect the combat strength of your army. All soldiers start at a value of 50. Soldiers at 0 discipline become barbarians, and soldiers with 0 morale flip to the other side in a war. Soldiers with 100 percent discipline gain +10 combat strength while defending and a 100 morale allows +10 combat strength while defending. Training troops in encampments and letting them pillage are some ways to improve the morale and discipline. Another thing that that affects this is war score. War score is determined by the number of cities captured, tiles pillaged and combat victories. Negotiating at a 100 percent allows you too do whatever you want in a peace deal. Mercenaries from other civilisations arrive, and UUs from other civs can join in form of mercenaries.\ 4. Five New Civs and 3 alternate leaders Joining Civ Vi is Bohemia, Byzantium, Sioux, Maya and Ethopia. Alternate leaders are Otto Van Bismarck, Louis XIV and Kangxi.