WeAreTheMaceMen
Chieftain
- Joined
- Nov 29, 2017
- Messages
- 2
I had a couple of mod ideas/additions that I would like to see in Civ6 somehow. While the new expansions news has me excited, it doesn’t address things I’ve long wanted to see in Civ. I wanted to post here to see what you guys think.
The first regards around traders (the physical unit) which are a good idea that hasn’t been fully utilized in my opinion. Traders and their routes are incredibly historically significant and are many times the basis of conflicts between real world powers, so I think they need to have a slightly larger impact on the game.
Trades between Civs should require a physical trade unit. This would require players to more closely guard trade routes from barbarians. Keeping those amenities coming in now depends on your ability to protect your trader from barbarians and unfriendly Civilizations. Trade proposals coming from the other side of the world in 1000 BCE become a lot riskier. Tactical moves to blockade enemies during wartime now actually can happen. Trades are no longer about pressing buttons and instantly having whales in your inventory, you actually have to go get them.
Secondly, I’ve always been frustrated by Civ’s territory mechanics. I hate when I see ridiculous cities being settled for 1 luxury resource or a large area of the map going unclaimed for ages because there’s just not enough value. Border disputes have been cropping up all throughout history, and sometimes these disputes don’t revolve around major metropolitan areas; instead, they might revolve around remote areas with a couple key resources. I was excited when I saw my first tribal village in Civ6 only to be dismayed when it poofed off the map. I would like to introduce a “villages” mechanism. TC’s "Strategic Forts" mod has given me hope for this one.
I’d like to see a unit (perhaps even a builder) have the ability to build a village. It would have to be placed at least one tile away from a city center. The idea is that you could go claim a 7 tile area with a village, even far from your city, work those tiles and claim that territory. The catch is, you would need to establish a trade route between your village and a city in order for that city to get the resource yields and luxury resources (if there are any). These yields should also be nerfed so that spamming villages to make super cities is limited somewhat. When or if your city limits ever expanded to the village, the yields would return to normal, you would no longer need a trader, and the village itself would act as a unique improvement that might increase an adjacency yield of some sort. Furthermore, a village would give defense bonuses to units (similar, but not as strong as forts), be capturable by barbarians (in which case they could generate more barbarians like encampments). When I see a string of tiny islands with a couple of fish and maybe one luxury resource, I want to put a village there, not a city. I want to see border and territory wars that don’t just revolve around winning cities.
Because both of these ideas rely heavily on trade units, I think trader limits and production cost to build trader units would have to be adjusted (perhaps completely eliminated when it comes to trading with other Civs)
Last but not least, I want to provide more functionality to Delegations and Embassies. There simply needs to be more “THIS IS SPARTA” moments in Civ. When delegations/embassies are accepted into another city or capital, it should remove the fog of war. However, Civs should have the option to expel them, execute/raid and destroy them, or even pamper them (here’s a small gift for being a good friend.) Through delegates and embassies, Civs should be able to demand tribute through their, and trade agreements should get bonuses if there are delegates or an embassy established. This would require another physical unit. Although it should be fairly inexpensive to build, it should mean something if you march all the way across the map just to be kicked down a well by Gorgo.
So those are my ideas. What do you think? Are these pipe dreams or am I onto something?
The first regards around traders (the physical unit) which are a good idea that hasn’t been fully utilized in my opinion. Traders and their routes are incredibly historically significant and are many times the basis of conflicts between real world powers, so I think they need to have a slightly larger impact on the game.
Trades between Civs should require a physical trade unit. This would require players to more closely guard trade routes from barbarians. Keeping those amenities coming in now depends on your ability to protect your trader from barbarians and unfriendly Civilizations. Trade proposals coming from the other side of the world in 1000 BCE become a lot riskier. Tactical moves to blockade enemies during wartime now actually can happen. Trades are no longer about pressing buttons and instantly having whales in your inventory, you actually have to go get them.
Secondly, I’ve always been frustrated by Civ’s territory mechanics. I hate when I see ridiculous cities being settled for 1 luxury resource or a large area of the map going unclaimed for ages because there’s just not enough value. Border disputes have been cropping up all throughout history, and sometimes these disputes don’t revolve around major metropolitan areas; instead, they might revolve around remote areas with a couple key resources. I was excited when I saw my first tribal village in Civ6 only to be dismayed when it poofed off the map. I would like to introduce a “villages” mechanism. TC’s "Strategic Forts" mod has given me hope for this one.
I’d like to see a unit (perhaps even a builder) have the ability to build a village. It would have to be placed at least one tile away from a city center. The idea is that you could go claim a 7 tile area with a village, even far from your city, work those tiles and claim that territory. The catch is, you would need to establish a trade route between your village and a city in order for that city to get the resource yields and luxury resources (if there are any). These yields should also be nerfed so that spamming villages to make super cities is limited somewhat. When or if your city limits ever expanded to the village, the yields would return to normal, you would no longer need a trader, and the village itself would act as a unique improvement that might increase an adjacency yield of some sort. Furthermore, a village would give defense bonuses to units (similar, but not as strong as forts), be capturable by barbarians (in which case they could generate more barbarians like encampments). When I see a string of tiny islands with a couple of fish and maybe one luxury resource, I want to put a village there, not a city. I want to see border and territory wars that don’t just revolve around winning cities.
Because both of these ideas rely heavily on trade units, I think trader limits and production cost to build trader units would have to be adjusted (perhaps completely eliminated when it comes to trading with other Civs)
Last but not least, I want to provide more functionality to Delegations and Embassies. There simply needs to be more “THIS IS SPARTA” moments in Civ. When delegations/embassies are accepted into another city or capital, it should remove the fog of war. However, Civs should have the option to expel them, execute/raid and destroy them, or even pamper them (here’s a small gift for being a good friend.) Through delegates and embassies, Civs should be able to demand tribute through their, and trade agreements should get bonuses if there are delegates or an embassy established. This would require another physical unit. Although it should be fairly inexpensive to build, it should mean something if you march all the way across the map just to be kicked down a well by Gorgo.
So those are my ideas. What do you think? Are these pipe dreams or am I onto something?