Friday, July 19, 2019

Balance of Power - An Idea for a New Expansion to Civilization VI

CIVILIZATION VI - BALANCE OF POWER

These are just ideas, nothing official. Most of them are inspired by mechanics from Civ IV, Civilization Revolution, and the Vox Populi mod for Civ V with a new paint of coat for Civ VI.

The goal of these ideas is to offer new paths to victory and new dangers from the very first turn to the very last! There is a greater emphasis on truly being a leader to your people than ever.



New Civs

Pacal - Maya

Hammurabi - Babylon

Ranavalona I - Merina

Kublai Khan - Mongolia

Theodora - the Byzantines

Sitting Bull - Sioux

Henry the Navigator - Portugal

Vercingetorix - the Gauls

Nelson Mandela - South Africa



Leader Traits - Every Leader Upgraded!

  • All Leaders now have a new property. Each leader has Traits (ie; Mansa Musa is Financial and Charismatic, Gandhi is Spiritual and Industrious) which provide minor bonuses that guide towards one type of victory or the other. When a new Era begins, you get to choose which trait you want to focus on upgrading and select from one path or the other.
  • The base traits give a slight bonus and also change what buildings may be built in a city when first built. These buildings act like the Monument, providing Loyalty and a bonus at full loyalty, giving different bonuses based on the Trait.
  • Further tiers of traits give additional bonuses and unlock more special buildings for the City Center, with the final tier unlocking a special Wonder.


More Barbaric Barbarians!

Beasts

  • At the very start of the game, Barbarians may only spawn beasts and will not form Encampments until all civs have researched Code of Laws. In the very first turns, aggressive Beasts such as Bears, Lions, and Wolves will stalk around the unexplored wild in large numbers. Beasts ignore any movement penalties and hunt down civilians left unprotected. Beasts will promote themselves for each era they remain without getting killed, making exploration treacherous later on.

Warlords

  • Barbarians are now split into factions led by independent AI personalities called Warlords that are far more vicious than barbarians in vanilla. A barbarian camp in a forest tile, for example, is controlled by Boudica who prefers to build her unique unit the Pictish Warrior from her camp. One on a plains tile is controlled by Attila whose unique unit is a Hunnic Horseback Raider.
  • Warlords are at constant war with everyone else in the game and will only build military units. They are removed from the game if all encampments or cities they control are destroyed. Whenever a player kills a barbarian unit or loses a unit to barbarians, or when a barbarian scout spots their cities and sounds the horn for other barbarians, they have the opportunity to negotiate with the Warlord. For example one may bribe a Warlord to attack a rival civ instead of them.

Warlord-controlled Cities

  • Warlords that have not yet been removed from the game will attempt to establish themselves as governor of city states that have no Suzerain or Diplomat governor, transforming it into a free city. They instantly establish themselves in free cities near territory they control and cities conquered by barbarian hordes.
  • Unlike player controlled governors, Warlords may establish themselves in an unlimited number of cities, and gain a title whenever they take over a new city unlocking a new unique unit. Any player can establish trade routes to Warlord cities.
  • Removing a Warlord from the game allows the player that does so to build their unique units.
  • Special World Congress proposals can be triggered to allow Warlords to have a vote in World Congress if they are controlling cities.


A new way to win!

  • Financial Victory is unlocked. Unify all nations under the almighty dollar by dominating the World Market!
  • To win the Financial Victory, you must build the World Bank. This late game wonder may only be placed in a city that houses a Corporation Headquarters as well as, and may only be constructed by a civilization whose Currency is the preferred Currency of foreign trade in a majority of civlizations.

Currencies

  • Players can now issue their own currency upon learning the Foreign Trade civic. Custom Currencies allow you to change the value of your Gold by backing it on another resource such as your supply of Stone/Oil or a feature of your cities like Loyalty. You can opt to change your currency's form (giant rocks, paper bills, bitcoin etc.) to change its value in certain methods of trade and artificially inflate or deflate it. You can also choose to erase any customization by resetting your Currency to the Gold Standard. This can give you an edge in diplomacy trades against weaker civilizations and leverage the bonuses of Trade Routes in your favor.
  • Your currency is traded in lieu of gold once it is created. A civilization trading with you will give you their currency in exchange for yours. Currencies have different rates of exchanged based on their value. If foregin trade begins to outpace your own ability to generate gold, you may end up in a situation where another civ's Currency is the majority of gold in your coffers, making it the preferred Currency of foreign trade. If this is the case, you will tap into that before your own money in trades with other civs, denying you the Financial Victory!
  • Should a civilization be eliminated by being fully conquered, their Currency will remain and be traded for, but its value will be reset to the Gold Standard, which can drastically change the economies of civs they interacted with.

World Market

  • Gain access to the World Market after the Banking technology is learned. All Resources have a value in the World Market based on how many are being improved. This effects their values and similarly the world currencies are measured against each other in a similar way.
  • It is a virtual stock market where each resource being worked is its own stock, and money can be invested into speculation about whether those stocks may change in value.
  • The civ that has more than 50% of the global supply of a resource gains a Monopoly on it, giving tiles with those resources extra bonuses for that civ.

Corporations

  • Corporations can be founded after the Economics technology is researched. Once a civ has a Monopoly on a resource, it can build a Corporate HQ in the city center corresponding to that resource. HQs, Offices, and Franchises give gold and production.
  • Corporations are independent AIs that will periodically spawn special builders from Corporate buildings to use their corresponding resource to make products for the resource owner.
  • These products have useful bonuses when traded, and citizens of civs that do not have them will demand them. Corporations working resources alters their value in the World Market, as do the effects of foreign demand for products.
  • Once you found a corporation, you can build Corporate Offices in other cities. If a city with a Corporate Office connects a trade route to a foreign city that does not already have a Corporate Franchise in it, a Corporate Franchise is created. Each Office and Franchise helps spread your Corporation's influence and increase the bonuses from hosting them.
  • Corporation AIs give quests in the way city states do and will speculate on resources they want in the World Market and may be bet upon or against like with resources and currencies.
  • When a city that has constructed a Corporation Headquarters is acquired or destroyed through any means by another civilization, that Corporation is immediately destroyed. All Offices and Franchises around the world are immediately closed, and the founding Civilization immediately loses all benefits from that Corporation.
  • A destroyed Corporation immediately becomes available to be founded again by any civilization in the world. There is no restriction in the number of times a Corporation may be established in a game.


History comes alive!

  • As certain tiles are randomly hit with Natural Disasters, Districts and Wonders are rarely effected by Events that force the player to make choices which have unique and permanent effects on the wider world.

Player Events

  • Your Capital City has Player Events, rare occurrences that temporarily sway your civ's government, such as the sighting of a comet in the sky requiring the player to decide how to interpret such an omen, or the rising of a revolutionary army within the capital forcing the player to address their concerns or get ready to fight.
  • Player events may also be decided by the state of diplomacy such as your people clamoring for war after being your civ is wronged by another, or suffering from war weariness in the midst of a prolonged conflict.

Local Events

  • Districts may be effected by more Local Events that change the way the city grows based on your choices.

Wonder Quests

  • Certain Wonders have special quests attached to them that occur in multiple parts and specially upgrade the target Wonder based on your choices once all parts are complete.


Plauges!

  • A new form of Natural Disaster has arrived to lay waste to careless leaders that refuse to protect their people, they are called plagues, and will temporarily reduce Loyalty in afflicted cities with a chance to reduce population each turn. Later on, nearby tiles will have their yields negated.

How they work

  • Plagues function mostly like the Black Death scenario, but to begin affecting cities requires that a city have low housing or amenities for too many turns. Plagues begin when cities first become short on housing or amenities for more than a few turns.
  • Players are given warning that plagues may begin to spread when enough citizens become unhealthy from having too little housing or amenties.
  • Spies may trigger plagues by sabotaging Medical Districts. Special bio-weapons can be generated, a new variety of nuclear warhead that start uncurable plagues with extremely high chance to reduce population each turn.

Medical Districts

  • Medical Districts may be built that serve the same function as the Walled Quarter in the Black Death scenario. The upgrade buildings in Medical Districts are required to build later game and more powerful versions of the special plague-centric civilians in the scenario.

Strains and Cures

  • Plagues come in many strains based on the Era of the game. Earlier plagues do not spread to other cities, eventually clearing out on their own. Later on, they become more virulent and begin to gain new attributes such as negating tiles near cities or spreading via trade routes. Very late game plagues even have a chance to bypass the beneficial effects of Medical District buildings.
  • Once the World Congress is unlocked, emergencies can be triggered to send aid to plague-stricken cities and even for the world to join in an effort to cure the different strains of plagues to prevent them from ever arising again.




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