I recently wrote a post describing some unique abilities that I'd like to see for some of the common civilizations that are likely to appear in the eventual Sid Meier's Civilization VI. Most of the concepts were very vague, or they were based on the mechanics and features of Civ V, since we don't have any idea what the eventual feature set of Civ VI will be. So in this post, I'd like to expand upon that previous post by talking about some of the features and mechanics that I would like to see implemented in Civilization VI.
Most of these features age going to involve more complicated and advanced political and empire management mechanics. Civ V made a fundamental change to the structure of the series by introducing tactical combat on a hex-based grid. So it makes sense that unit movement and combat was the focus of that game, and the vanilla game played more like a tactical war board game played out over a larger scale. Empire management and simulation features were mostly absent or simplified. The expansions, then, focused more on the empire management mechanics that were absent from the vanilla game. Gods & Kings brought back a full religion mechanic and enhanced city state mechanics. And Brave New World added trade routes, ideologies, and completely rewrote the cultural victory condition.
So since Civ V already went down the "warfare first, empire-management second" design philosophy, I hope that Civ VI goes in the opposite direction. I hope that it puts more of its focus on being an "Empire Building Game" rather than a "Tactical War Game".
This post was featured in PolyCast episode 244: "Not just a lame clip show XVII". I encourage readers to listen in on the great feedback that was provided, and to contribute to the discussion.
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Tags:Sid Meier's Civilization, civilization, feature, wishlist, leaders, multiplayer, wonders, paleontology, climate change, colony, immigration, railroad, natural wonder, Civilization III, Civilization IV, Civilization V, Civilization VI