Test of Time (Community Expansion)

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I've had quite a bit of time to think about the 3rd xpac vs spin-off debate and I personally have come to the conclusion that we will most likely not get a third expansion. Mainly because I just can't think of anywhere else for the installment to go that would justify the work a company would have to put in.

Sad but true. However, we the fans and modders (hopefully) have no trouble with that. I know I don't.

Unfortunately, I'm not as capable as some of the others on this site. So I figured rather than spend the next decade trying to get everything working, why not have this be a community effort?

So I present the preliminary plans for a fan-made expansion to Civ VI. Test of Time.

What I'd like to include, this can be added to or taken from pending community response:

Health and Plague
Corporations
Economic Victory
Manufactured Trade Goods
Closing the Unit Gaps
3 New Districts
9 New Civs (Fully voiced, animated, and with their own musical themes)

I admittedly spent more time designing the civs than the mechanics though

Anyone who's interested just post here. Be it an idea, or willingness to work on it. I know together we can all build a great mod.

The Team:

XML Coding:
King William I

SQL Coding:

Lua Coding:

Art:

Music Composition:
King William I

Researchers:
King William I
 
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New Districts and Other Changes

Sanatorium
(Health District)
However the plague system winds up working, this will be the district to build to counteract it.
Unlocks: Irrigation
Buildings:
Healer's Abode
Apothecary
Hospital

Municipal Complex: (Increases Loyalty)
I've always found it stupid that there's only one building you get to help fight off loyalty and that it only provides one point of it. The buildings in this district are designed to increases a city's loyalty at 3 per building. Yes you can spam them if you have sufficient district slots. That's the point.
Unlocks at State Workforce
Magistrate's Office
Courthouse - Civil Service
Propaganda Printhouse - Ideology

Anti-Spy District: The buildings here provide ways to combat enemy spies.
Tier 1 building - Enemy spies take longer to establish and missions take longer in this city
Constabulary - Urbanization (Enemy spies have a higher rate of failure in this city)
Secret Police Headquarters: Enemy spies in this city are reduced by one level

Company/Corporate District: Will somehow play into the economic victory only pne per civilization. Unlucked at Guilds
Merchants' Guild:
Trading Company:
Corporate Headquarters

Other Changes

New Cacus Bellii, Crusade. Any civilization that follows a different religion than you. Civs who follow your religion ignore grievances accumulated during this war.
 
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The New Civilizations
Italicized attribute are more subject to change. Bold ones are set in stone unless they wind up too close to unrevealed official civilizations.
(My reasoning or thoughts will be included in parenthesis)

Babylon
Civilization Ability: Ingenuity - Campuses are built in half the time. 50% more Great Scientists points. Great scientists have an extra charge.

(Firaxis usually portrays Babylon as a scientific civilization. This is simply my take on that thought)
Unique Unit: Bowman (Archer) - Increased Melee strength, no penalty for attacking cities.
(I can't think of a single Civ game that didn't use the Bowman as a unique unit. It's always been stronger on defense than a regular archer but I want this version to be good as offence as well.)
Unique Building: Etemenanki (Shrine) - Bonus food for all river tiles in the city
(The Etemenanki Zigguraut was the only Babylonian architecture I could find. It's dedicated to the god Mamduk? whose domain was water.)
Theme: Hurrian Hymm

Leader: Hammurabi I
Capital: Babylon
Leader Ability: Hammurabi Code - Municipal Complexes are built in half the time and don't cost a district slot
Historical Agenda: Law Giver - Likes civs who build Municipal Complexes. Dislikes leaders who don't
Language: Akkadian if possible, Arabic if not

(I feel like this one is self explanatory...)

Bantu
Civilization Ability: Migration - Begin the game with an extra settler. Settlers have two extra movement. Settlers are built 50% faster
Unique Unit: Mlezi - Gain an extra movement point, Ranged attack. Combat bonus for escorting Settlers
Unique District: Kraal (Aqueduct) - Doesn't require fresh water. housing bonuses applied to pastures
Theme: Baba Yetu

Leader: Baba
Capital: Nyumbani
Leader Ability: Yetu - Holy Sites and Theatre Squares gain a standard adjacency bonus when built next to each other. Great Works of Music receive additional gold, culture, and tourism
Historical Agenda: Likes leaders whose borders are close to theirs. Ignores leaders who are not.
Speaks: Swahilli

(So this was the first civ I ever made and it holds a special place in my heart. Just like Ed wanted Wayfinding in the game, I'd really like to see the Bantu Migrations. The reason I went with a fictionalization for the leader is we have three civs in game that are just [Leader]: The Civ!. And I wanted one that was just that civ all the way, another good reason for Bantu. I chose them over Ethiopia mainly because I wanted a more Central African civ)


Byzantium
Civilization Ability - Shining Light of Europe - Losing a city to conquest grants +10 combat strength to all cities within 6 tiles. Losing a city to loyalty grants +20 loyalty to all cities within 6 tiles. Both bonuses decrease by 1 each turn. +15% Science and Culture During Dark Ages

(The numbers might change, but I want the base idea to stay the same. After the western Roman Empire fell, Byzantium was the only part of Europe that didn't fall into the dark ages. Also worth noting is a large portion of the empires history, 1000 or so years, was decline but it just didn't fall. And that's what I wanted to show with the Ability)
Unique Unit: Akrites (Crossbowman) - +5 strength when on farms in friendly territory. +2 strength to adjacent non-Akrites in enemy territory.
(These guys were border soldiers who were mostly farmers and used for defence, but on occasion would cover the charge of Byzantine troops
Unique Building: Basilica (Magistrate's Office) - +1 Faith for each 2 citizens in city
(I was stuck. All ideas are welcome)
Theme: En Iordani

Leader: Alexios I
Capital: Constantinople
Leader Ability: Komnenian Restoration - Pay less for unit maintenance.
Can declare Crusade at beginning of the game. All units receive +2 movement and +5 combat strength for the first 10 turns of a Crusade.
(Even though I like them I know people are sick of these abilities, so any ideas are welcome.)
Historical Agenda: Crusader - Likes leaders who declare crusades. Dislikes leaders who follow another religion but have cities that follow his.
Speaks: Greek

Israel
Civilization Ability: Chosen People - 50% of a city's Faith output is converted into Culture. +5 combat strength when in friendly territory

(We have quite a few civs who get bonuses from religion, but only one or two who's whole niche is religion. We also don't have any Jewish civilizations. Two birds, one stone.
Unique Unit: Maccabbe - Gains Fatih from Kills
(I'd prefer something more modern, but this is nice and safe.)
Unique District: Yishuv (Neighborhood) - +1 Faith per housing it gives. Can only be built adjacent to a district but never adjacent to another Yishuv.
(Literally means settlement. The placement rules are for balance)
Theme: Hatikvah

Leader: Solomon
(I would've gone with David. But Solomon's story lends itself to a Leader ability more)
Capital: Jerusalem
Leader Ability: Temple of Solomon - Receive a relic upon meeting another civilization for the first time. Trade routes to foreign cities provide Faith. Foreign trade routes to Israeli cities generate gold.

(Notes the purpose to his temple, and supposed dealings with the Queen of Sheba)
Historical Agenda: Wisdom - Likes leaders with high amounts of Faith and Science. Dislikes leaders who are high in one but lacking in the other.
(If anyone else has a better agenda, I'll take it)
Speaks: Hebrew

Italy

Civilization Ability: Cradle of the Renaissance - +50% Great Artist and Engineer Points. Extra 10% in cities with more than 15 citizens. +25% Tourism in civilization you have a trade route with

(I think this is a good way to turn the Renaissance into an ability. I also chose Italy because it's one of the most requested civs that I've seen)
Unique Unit: Condottiero - Available at Mercenaries. Can only be bought with Gold. +10 Combat Strength when within 3 tiles of an Italian city.
(Outside of showing that they were military contractors, I have now idea what to do with this unit)
Unique Building: Piazza (Market) - Produces Culture equal to its Adjacency Bonus.
(I know I want to use the Piazza, I'm just now sure how to go about it)
Theme: Dormi, dormi, bel Bambin

Leader: Francesco Sforza

(I didn't want to use a Medici for reasons that I think should be obvious.)
Capital: Milan
Leader Ability: Treaty of Lodi -
+1 Combat Strength for each City-State you are the Suzerain of. +10% Culture for each active alliance.
(He was a key figure in getting said treaty, ensuring peace for Northern Italy. I want it in game, but I'm not sure this is the best way to do that.)
Historical Agenda: Italic League - Likes people who become suzerain of City-States. Dislikes anyone who conquers them.
Speaks: Italian

Maya
Civilization Ability: B'ak'tun - Gain Science at the beginning of each game era. (1 per Campus building. 1.5 if a Golden or Heroic Age. .5 if a Dark Age.)

(So I like this ability. It shows the Mayan Calendar without all that apocalypse stuff. I'm just not sure if it should be a one time bonus or a per turn thing)
Unique Unit: Atlatlist (Archer) - Can attack any unit within its range as long as you can see it.
Unique Improvement: Step Pyramid - Available at Theology.
+1 Faith for each adjacent district and/or Rainforest.
(More than likely need a better bonus)
Theme: Traditional Melody Fragments

Leader: K'inich Janaab Pakal I
Capital: Lakhama
Leader Ability: Sun Shield - Chopping Woods and Rainforests produce 100% Production towards Wonders.
Historical Agenda: Ajaw - Like Leaders who build Wonders. Dislikes leaders who don't

(So Pacal ordered a lot of construction projects during his reign. And the Maya are kinda famous for deforestation. It just seems natural.
Speaks: Any of the Maya languages we can get. May have to settle for Spanish or using a mix

Mississippi
Civilization Ability: Southeastern Ceremonial Complex - Traders have increased starting range. Receive a free Trader after discovering Foreign Trade. +1 Culture for each Trading Post.
(Name may change, but we have proof that the Mississippians had extensive trade routes and culture)

Unique Unit: Falcon Warrior (Warrior) - Starts with enough experience to earn a promotion
(The birdman is a key figure in Mississippian religion. But I can't think of a way to make this unit unique)

Unique Improvement: Platform Mound - Available at Construction. +2 Culture. Provides a Standard Adjacency bonus to Campuses, Holy Sites, and Theatre Squares. Can Only be built on Flat Land and not adjacent to another Platform Mound.
(I like this, I'm just not sure what the base yield should be or if it should be flat land or hills.)
Theme:

Leader: Tuskaloosa
Capital: Atahachi
Leader Ability: Mabila - Units gain a combat bonus against enemy units adjacent to or in Mississipian Districts.

(Yes the battle was a loss, but it's still an interesting story)
Historical Agenda: Black Warrior - Likes civs who do not expand out of their home continent. Dislikes leaders who colonize more than one continent.
Speaks: Creek
. I live in Southern Alabama so this may be a bit easier to accomplish

Portugal
Civilization Ability: Ultramar Português - Cities receive 20 loyalty per turn. This bonus decreases by 5 for each Portuguese city within 9 tiles.

(The Portuguese empire was, outside of Brazil, small bits of territory spread out over the world. This bonus helps you make an empire like that by combating enemy loyalty from the start)

Unique Unit: Explorador - Unlocked at Exploration. +3 movement points when embarked. +10 combat on foreign continents. Can build cities.
(A way to showcase the explorers that made the empire possible? I just didn't want a ship)
Unique Improvement: Feitora - Unlocked at Exploration. +2 Gold. +2 gold if adjacent to a Commercial hub. +2 gold if Adjacent to a City Center. +2 Gold if adjacent to a Harbor. Can only be built adjacent to Coast. Only one per city.
(I think this fits nicely)
Theme:

Leader: Henry the Navigator
Capital: Lisbon
Leader Ability: Age of Discovery - +2 movement for Naval Units. Naval Units ignore Zone of Control and transfer movement points to escorted units.

(Thus the reason I didn't want a ship. This ability should make Portugal a great naval civ)
Historical Agenda: Treaty of Tordesillas - Likes leaders who don't explore as much as him. Dislikes leaders who explore more than him.
Speaks: Portugese

Vietnam

Civilization Ability: Hung Vuong - Vietnamese Units in friendly territory receive double defense bonuses. Encampment buildings and walls generate Culture.

(The other most requested civ I've seen. Pre-Dynastic Vietnam was notoriously hard to conquer due to the rough terrain. The Encampment bonuses grants incentive to build them and make your lands even harder to conquer)
Unique Unit: Tran Soldier (Swordsman) - Can move after attacking, ignores terrain costs in friendly territory
(Could use a better name, but the soldiers of the Tran dynasty were famed for using Vietnam's harsh terrain to their advantage.)
Unique Building: Water Puppet Theatre (Amphitheatre) - +1 Culture for each adjacent woods or rainforest
(Like the Building, needs a better bonus)
Theme: Hoa Thom Buom Luon

Leader: Trung Trac
Capital: Mê Linh
Leader Ability: Regnant of Nanyue -
Barbarian units in Vietnamese territory have a chance to be converted. This increases the longer they're in Vietnamese lands. Units recruited this way pay no unit maintenence
(I really have no idea how to showcase the Trung Sisters' rebellion, but thinking on that recruit partisans mission the AI loves so much I decided to try and find a way to turn that to her advantage.)
Historical Agenda: Rebel Queen - Likes leaders who own all their original cities. Dislikes leaders whose cities are being occupied or under foreign control.
Speaks: Vietnamese


 
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Here's an idea for Corporations, Manufactured Trade Goods, and Economic Victory. It would all depend on how easy it is to mod the power plants.

So using the coal plant as the base building, where a strategic resource comes in and a good (in this case power) come out it may be possible to build an advanced economy.

So for example you could have a Blacksmith building (aka forge or metalsmith) and it's input would be 1 x iron and it would output a 1 x Steel. A knight would require steel and horses. That would be a very simple implementation of it. I will give you the complex implementation tomorrow.
 
I think warfare expanded mod is perfect for the unit gaps if anything just include it and it make it compatible ... also expanding global arms trade would be badass ... slavery would be cool as well
 
Sorry it took me a bit longer than I thought but here it is.

The gist of my idea is that it may be possible to do a bit of resource alchemy based on the Coal, Oil, and Nuclear power plants that Civ VI: Gathering Storm will add. Currently we know that a coal power plant can take coal and transform it into power. From my current understanding the coal (if available) will disappear and the player will receive power instead. Now hopefully this will be something controllable from the XML files, and not just hard coded for power. I say this because if you could have a building that transforms a resource/resources into different resources it would allow a complex resource based economy to supplement the hammer based economy that currently exists in Civ.

Here is what I am suggesting: Have resources divided into different tiers. Each tier would support increasingly sophisticated Units, components, trade goods, and luxury goods. Units are self explanatory. Components would be refined/processed/manufactured resources. They would count as resources, with no other use except as production inputs. Trade goods would be finished items that would have other uses than production inputs. Luxury good would be finished items that would have other uses than production inputs, which would be primarily amenity related.

Tier 0: Units that do not require resources. It should be basic units. Warriors, spearmen, settlers, etc.

Tier 1: Resources and units:
  • Resource: Aluminum
  • Resource: Coal
  • Resource: Copper
  • Unit: Swordsman (Copper - Alternate Iron +5/Steel +10)
  • Resource: Cotton
  • Resource: Horses
  • Unit: Horseman (Horses)
  • Resource: Iron
  • Unit: Pikeman (Iron - Alternate Steel +5/Nothing -5)
  • Unit: Swordsman (Iron - Alternate Copper -5/Steel +5)
  • Resource: Oil
  • Resource: Saltpeter/Niter
  • Resource: Silk
  • Resource: Uranium
Tier 2: Components, Finished goods and Units:
  • Component: Aluminum bars (Aluminum)
  • Component: Carbon Fiber (Coal - Alternate method)
  • Trade Good: Fuel (Coal - Alternate method)
  • Trade Good: Fertilizer (Coal - Alternative method)
  • Component: Copper bars (Copper)
  • Component: Fabric (Cotton)
  • Component: War Horses (Horses)
  • Component: Steel bars (Iron + Coal)
  • Component: Steel bars (Iron + Power$$ - Alternative method)
  • Component: Fuel/Lubricants (Oil)
  • Component: Plastic (Oil)
  • Component: Fertilizer (Oil - Tech needed)
  • Component: Rubber (Oil - Alternate method)
  • Component: Carbon Fiber (Oil)
  • Component: Synthetic Fabric (Oil - Tech needed)
  • Component: Parts (Rubber)
  • Component: Coatings (Rubber)
  • Component: Gunpowder (Saltpeter/Niter)
  • Component: Fertilizer (Saltpeter/Niter)
  • Component: Fabric (Silk)
  • Component: DU-38
  • Component: U-235
  • Component: Pu-239
Tier 3: Components, Finished goods and Units:
  • Component: Aluminum parts (Aluminum bars)
  • Component: Copper Wire (Copper bars)
  • Trade Good: Clothes (Fabric)
  • Component: Upholstery (Fabric)
  • Luxury Good: Thoroughbred (War Horses)
  • Trade Good: Draft Horses (War Horses)
  • Unit: Knight (Steel Bars + Warhorses)
  • Unit: Swordsman (Steel bars - Alternate Copper -10/Iron -5)
  • Unit: Pikeman (Steel bars - Alternate Iron -5/Nothing -10)
  • Component: Steel Parts (Steel Bars)
  • Trade Good: Clothes (Synthetic Fabric)
  • Trade Good: Toys (Plastics)
  • Component: Composite materials (Coatings + Carbon Fiber)
  • Component: Explosives (Fertilizer + Fabrics)
  • Unit: Musketman (Gunpowder)
  • Luxury Good: Luxury clothes (Silk Fabric)
  • Component: Parachutes (Silk Fabric)
  • Component: Parachutes (Synthetic Fabric - Alternate method)
Tier 4: Components, Finished goods and Units:
  • Component: Aviation parts (Aluminum bars + Aluminum parts + Copper Wire)
  • Component: Jet engines (Aluminum bars + Steel Parts + Copper Rods)
  • Component: Rocket (Aluminum Bars + Explosives - Alternate Steel Bars + Explosives -5)
  • Component: Rifles (Steel Parts + Gunpowder)
  • Component: Machine Guns (Steel Parts + Gunpowder)
  • Component: Cannons (Steel bars + Steel Parts + Explosives)
  • Component: Trade Good: Durable Consumer Goods (Steel bars + copper wire + rubber parts)
  • Unit: Bombard (Steel Bar + Steel Parts + Gunpowder - Alternate Copper Rods + Gunpowder -10)
  • Component: Uniforms (Clothes + Coatings)
  • Trade Good: Consumer Goods (Plastics + Copper Wire)
  • Component: Tires (Rubber Parts + Steel Parts)
  • Component: Bomb: (Steel bars + Explosives)
Tier 5: Components, Finished goods and Units:
  • Electronics (Copper wire + Aluminum parts)
  • Unit: Cavalry (Rifles + War Horses)
  • Component: Engines (Steel bars + Steel Parts + Rubber Parts + Lubricants)
  • Unit: Artillery (Cannon + Tires + Steel Bar + Steel Parts)
  • Unit: Infantry (Uniforms + Rifles)
  • Unit: AT Crew (Uniforms + Rocket)
  • Unit: Paratrooper (Parachute + Uniforms + Rifles)
Tier 6: Components, Finished goods and Units:
  • Unit: Fighter (Aviation Parts + Copper Wire + Engine + Machine Guns + Tires)
  • Component: Missile (Rocket + Electronics)
  • Component: Computer Components (Electronics + Plastics)
  • Trade Good: Automobile (Steel bars + Engine + Tires + Copper Wire + Upholstery)
  • Unit: Tank (Steel bars + Engine + Steel Parts + Copper Wire + Cannon)
  • Unit: Atomic Bomb (U-235 + Steel bars + Explosives + Electronic Components)
Tier 7: Components, Finished goods and Units:
  • Unit: Jet fighter (Aviation Parts + Copper Wire + Jet Engine + Computer Components + Tires + Missile [Optional - DU-38 +10 ground attack])
  • Trade Good: Computers (Computer Components + Plastics)
  • Unit: Modern AT Crew (Uniforms + Missile)
  • Component: Smart Bomb (Bomb + Computer Components)
  • Unit: ICBM (Pu-239 + Steel bars + Explosives + Electronic Components + Missile)
Tier 8: Hypothetical future era units:
  • Unit: Stealth Bomber (Composite Materials + Copper Wire + Jet Engine + Tires + Computer + Smart Bomb)
  • Unit: MRIV (Pu-239 + Steel bars + Explosives + Composite materials + Computer Component + Missile)
This list is not certainly not comprehensive. However, it shows that Civ VI could have a very intricate production system. Each component could be produced in a workshop or factory. Workshops could have one production slot and factories could have three. Stables could have one production slot for horses. Universities could (slowly) refine U-235. Nuclear power plants would make Pu-239 and DU-38. It should take so many hammers to complete each action. Units should have vastly decreased hammer costs, because part of their cost would move directly from the unit to the components, and secondly, because the components would serve as bottlenecks to production.

What do you think?
 
Sorry it took me a bit longer than I thought but here it is.

The gist of my idea is that it may be possible to do a bit of resource alchemy based on the Coal, Oil, and Nuclear power plants that Civ VI: Gathering Storm will add. Currently we know that a coal power plant can take coal and transform it into power. From my current understanding the coal (if available) will disappear and the player will receive power instead. Now hopefully this will be something controllable from the XML files, and not just hard coded for power. I say this because if you could have a building that transforms a resource/resources into different resources it would allow a complex resource based economy to supplement the hammer based economy that currently exists in Civ.

Here is what I am suggesting: Have resources divided into different tiers. Each tier would support increasingly sophisticated Units, components, trade goods, and luxury goods. Units are self explanatory. Components would be refined/processed/manufactured resources. They would count as resources, with no other use except as production inputs. Trade goods would be finished items that would have other uses than production inputs. Luxury good would be finished items that would have other uses than production inputs, which would be primarily amenity related.

Tier 0: Units that do not require resources. It should be basic units. Warriors, spearmen, settlers, etc.

Tier 1: Resources and units:
  • Resource: Aluminum
  • Resource: Coal
  • Resource: Copper
  • Unit: Swordsman (Copper - Alternate Iron +5/Steel +10)
  • Resource: Cotton
  • Resource: Horses
  • Unit: Horseman (Horses)
  • Resource: Iron
  • Unit: Pikeman (Iron - Alternate Steel +5/Nothing -5)
  • Unit: Swordsman (Iron - Alternate Copper -5/Steel +5)
  • Resource: Oil
  • Resource: Saltpeter/Niter
  • Resource: Silk
  • Resource: Uranium
Tier 2: Components, Finished goods and Units:
  • Component: Aluminum bars (Aluminum)
  • Component: Carbon Fiber (Coal - Alternate method)
  • Trade Good: Fuel (Coal - Alternate method)
  • Trade Good: Fertilizer (Coal - Alternative method)
  • Component: Copper bars (Copper)
  • Component: Fabric (Cotton)
  • Component: War Horses (Horses)
  • Component: Steel bars (Iron + Coal)
  • Component: Steel bars (Iron + Power$$ - Alternative method)
  • Component: Fuel/Lubricants (Oil)
  • Component: Plastic (Oil)
  • Component: Fertilizer (Oil - Tech needed)
  • Component: Rubber (Oil - Alternate method)
  • Component: Carbon Fiber (Oil)
  • Component: Synthetic Fabric (Oil - Tech needed)
  • Component: Parts (Rubber)
  • Component: Coatings (Rubber)
  • Component: Gunpowder (Saltpeter/Niter)
  • Component: Fertilizer (Saltpeter/Niter)
  • Component: Fabric (Silk)
  • Component: DU-38
  • Component: U-235
  • Component: Pu-239
Tier 3: Components, Finished goods and Units:
  • Component: Aluminum parts (Aluminum bars)
  • Component: Copper Wire (Copper bars)
  • Trade Good: Clothes (Fabric)
  • Component: Upholstery (Fabric)
  • Luxury Good: Thoroughbred (War Horses)
  • Trade Good: Draft Horses (War Horses)
  • Unit: Knight (Steel Bars + Warhorses)
  • Unit: Swordsman (Steel bars - Alternate Copper -10/Iron -5)
  • Unit: Pikeman (Steel bars - Alternate Iron -5/Nothing -10)
  • Component: Steel Parts (Steel Bars)
  • Trade Good: Clothes (Synthetic Fabric)
  • Trade Good: Toys (Plastics)
  • Component: Composite materials (Coatings + Carbon Fiber)
  • Component: Explosives (Fertilizer + Fabrics)
  • Unit: Musketman (Gunpowder)
  • Luxury Good: Luxury clothes (Silk Fabric)
  • Component: Parachutes (Silk Fabric)
  • Component: Parachutes (Synthetic Fabric - Alternate method)
Tier 4: Components, Finished goods and Units:
  • Component: Aviation parts (Aluminum bars + Aluminum parts + Copper Wire)
  • Component: Jet engines (Aluminum bars + Steel Parts + Copper Rods)
  • Component: Rocket (Aluminum Bars + Explosives - Alternate Steel Bars + Explosives -5)
  • Component: Rifles (Steel Parts + Gunpowder)
  • Component: Machine Guns (Steel Parts + Gunpowder)
  • Component: Cannons (Steel bars + Steel Parts + Explosives)
  • Component: Trade Good: Durable Consumer Goods (Steel bars + copper wire + rubber parts)
  • Unit: Bombard (Steel Bar + Steel Parts + Gunpowder - Alternate Copper Rods + Gunpowder -10)
  • Component: Uniforms (Clothes + Coatings)
  • Trade Good: Consumer Goods (Plastics + Copper Wire)
  • Component: Tires (Rubber Parts + Steel Parts)
  • Component: Bomb: (Steel bars + Explosives)
Tier 5: Components, Finished goods and Units:
  • Electronics (Copper wire + Aluminum parts)
  • Unit: Cavalry (Rifles + War Horses)
  • Component: Engines (Steel bars + Steel Parts + Rubber Parts + Lubricants)
  • Unit: Artillery (Cannon + Tires + Steel Bar + Steel Parts)
  • Unit: Infantry (Uniforms + Rifles)
  • Unit: AT Crew (Uniforms + Rocket)
  • Unit: Paratrooper (Parachute + Uniforms + Rifles)
Tier 6: Components, Finished goods and Units:
  • Unit: Fighter (Aviation Parts + Copper Wire + Engine + Machine Guns + Tires)
  • Component: Missile (Rocket + Electronics)
  • Component: Computer Components (Electronics + Plastics)
  • Trade Good: Automobile (Steel bars + Engine + Tires + Copper Wire + Upholstery)
  • Unit: Tank (Steel bars + Engine + Steel Parts + Copper Wire + Cannon)
  • Unit: Atomic Bomb (U-235 + Steel bars + Explosives + Electronic Components)
Tier 7: Components, Finished goods and Units:
  • Unit: Jet fighter (Aviation Parts + Copper Wire + Jet Engine + Computer Components + Tires + Missile [Optional - DU-38 +10 ground attack])
  • Trade Good: Computers (Computer Components + Plastics)
  • Unit: Modern AT Crew (Uniforms + Missile)
  • Component: Smart Bomb (Bomb + Computer Components)
  • Unit: ICBM (Pu-239 + Steel bars + Explosives + Electronic Components + Missile)
Tier 8: Hypothetical future era units:
  • Unit: Stealth Bomber (Composite Materials + Copper Wire + Jet Engine + Tires + Computer + Smart Bomb)
  • Unit: MRIV (Pu-239 + Steel bars + Explosives + Composite materials + Computer Component + Missile)
This list is not certainly not comprehensive. However, it shows that Civ VI could have a very intricate production system. Each component could be produced in a workshop or factory. Workshops could have one production slot and factories could have three. Stables could have one production slot for horses. Universities could (slowly) refine U-235. Nuclear power plants would make Pu-239 and DU-38. It should take so many hammers to complete each action. Units should have vastly decreased hammer costs, because part of their cost would move directly from the unit to the components, and secondly, because the components would serve as bottlenecks to production.

What do you think?
I love it ... I would tweak it a little bit and ensure it is compatible with warfare complete mod
 
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