Civ 6 What If: Literacy Was a Mechanic That Affected Science and Amenity Generation?

A significant portion of the Civilization VI player base posits that while the game masterfully simulates many aspects of societal development, it overlooks a crucial element of human progress: literacy. The spread of knowledge and the ability of a populace to engage with complex ideas are cornerstones of scientific advancement and cultural enrichment. This guide explores a hypothetical “Literacy” mechanic, a concept that has been gaining traction in community forums and theory-crafting discussions. We will analyze how such a system could be seamlessly integrated into the existing framework of Civilization VI, primarily impacting Science and Amenity generation, and creating new strategic layers for players to master.

The Foundations of Literacy: A New Yield

According to community analysis, a Literacy mechanic would introduce a new yield, “Literacy,” generated by specific buildings and policies. This yield would not be a resource to be spent, but rather a metric that reflects the educational level of a city’s populace. The higher the Literacy rating of a city, the greater its potential for scientific innovation and the more sophisticated its citizens’ entertainment needs and desires become.

Generating Literacy: From Oral Traditions to Digital Archives

The generation of Literacy would be a gradual process, evolving as a civilization progresses through the eras.

  • Ancient Era: In the early game, Literacy would be a scarce resource. The primary source of Literacy would be the “Scrolls,” a new basic building in the City Center, representing the earliest forms of written records. The construction of a Library in the Campus district would provide a significant boost to Literacy, marking the transition from oral traditions to written knowledge.
  • Classical and Medieval Eras: The establishment of Universities would be a major turning point, providing a substantial increase in Literacy. During this period, certain religious beliefs could also contribute to Literacy. A popular suggestion is a belief like “Sacred Texts,” which would grant Literacy to cities with a Holy Site. The introduction of Great Writers would also play a crucial role, with each Great Work of Writing adding to a city’s Literacy score.
  • Renaissance and Industrial Eras: The invention of the Printing Press technology would be a game-changer, unlocking the “Printing House” building, a replacement for the Library that generates a large amount of Literacy. This era would also see the introduction of new policy cards, such as “Public Education,” which would provide a percentage-based boost to Literacy in all cities.
  • Modern and Atomic Eras: The construction of Research Labs and Broadcast Centers would further enhance Literacy generation. In the late game, Literacy would be a key factor in unlocking powerful technologies and civics. The digital age would be represented by a new project in the Campus district, the “Digital Archive,” which would provide a massive, one-time boost to a city’s Literacy.
  • Information Era: In the final era of the game, Literacy would be intrinsically linked to the generation of information and the power of media. A highly literate civilization would be able to leverage its knowledge to gain a significant advantage in the new “Information Warfare” aspect of the game, a concept we will explore later.

Literacy and the Pursuit of Science: A Symbiotic Relationship

The most direct impact of the Literacy mechanic would be on the generation of Science. A highly literate populace is a prerequisite for scientific innovation, and the game mechanics should reflect this.

The “Educated Populace” Modifier

The core of this relationship would be the “Educated Populace” modifier, a percentage-based bonus to a city’s Science output based on its Literacy rating. This modifier would be applied after all other Science bonuses, making it a powerful tool for civilizations that invest in education.

  • Low Literacy (0-25%): A city with low Literacy would suffer a penalty to its Science output, representing the difficulty of conducting research in a society where knowledge is not widespread.
  • Basic Literacy (25-50%): A city with basic Literacy would receive a small bonus to its Science output.
  • Educated (50-75%): A city with an educated populace would receive a significant bonus to its Science output.
  • Highly Literate (75-100%): A city with a highly literate populace would receive a massive bonus to its Science output, making it a hub of scientific innovation.

Literacy and Eurekas

Many professional gamers suggest that Literacy could also have a direct impact on the Eureka system. A highly literate city would have a higher chance of triggering Eurekas, representing the ability of an educated populace to make unexpected breakthroughs. This would make investing in Literacy a viable strategy for players who want to accelerate their technological progress.

The “Research Consortium” Project

A new project in the Campus district, the “Research Consortium,” would become available in cities with a high Literacy rating. This project would allow a city to share its scientific knowledge with other cities in the empire, providing a temporary boost to their Science output. This would create a new strategic option for players who want to spread their technological advantage across their empire.

The Enlightened City: Literacy and Amenities

While the impact of Literacy on Science is intuitive, its effect on Amenity generation is where the mechanic truly shines, adding a new layer of depth to city management. A highly literate populace is not only more productive but also has more sophisticated entertainment needs.

The “Cultural Sophistication” Mechanic

The “Cultural Sophistication” mechanic would link a city’s Literacy rating to its Amenity needs. A city with a low Literacy rating would have basic Amenity needs, which can be easily met by traditional sources of entertainment. However, as a city’s Literacy rating increases, its citizens will demand more sophisticated forms of entertainment, creating a new challenge for players.

New Sources of Amenities

To meet the growing demands of a literate populace, new sources of Amenities would be introduced.

  • The Public Library: The Library building would not only generate Literacy but also provide a small number of Amenities, representing the recreational value of reading.
  • The “Literary Salon” Building: A new building in the Theater Square district, the “Literary Salon,” would become available in cities with a high Literacy rating. This building would provide a significant number of Amenities, representing the cultural value of intellectual discourse.
  • The “Philosopher’s Grove” Improvement: A new tile improvement, the “Philosopher’s Grove,” could be built in cities with a high Literacy rating. This improvement would provide Amenities and Culture, representing the value of public spaces for intellectual debate.

The “Festival of Ideas” Project

A new project in the Theater Square district, the “Festival of Ideas,” would become available in cities with a high Literacy rating. This project would provide a large, one-time boost to a city’s Amenities, representing the cultural impact of a major intellectual event.

Strategic Implications of a Literate Empire

The introduction of a Literacy mechanic would have far-reaching strategic implications, forcing players to rethink their approach to city development and empire management.

The “Education-Focused” Civilization

A new type of civilization, the “Education-Focused” civilization, would emerge. This civilization would prioritize the generation of Literacy, aiming to create a highly educated populace that can out-innovate and out-culture its rivals. This would be a viable strategy for players who want to achieve a Science or Culture victory.

The “Propaganda” and “Censorship” Policies

The Literacy mechanic would also introduce new policy cards that allow players to manipulate the flow of information in their empire.

  • The “Propaganda” Policy: This policy would provide a bonus to Loyalty in cities with low Literacy, representing the ability of a government to control the narrative in a society where information is scarce.
  • The “Censorship” Policy: This policy would provide a bonus to Loyalty in all cities, but at the cost of a penalty to Science and Culture output. This would be a risky but potentially rewarding strategy for players who are facing a loyalty crisis.

Information Warfare

In the late game, the Literacy mechanic would be intrinsically linked to the concept of “Information Warfare.” A highly literate civilization would be able to use its knowledge to its advantage, launching powerful new spy missions that can cripple its rivals.

  • The “Disinformation Campaign” Mission: This mission would target a rival city, temporarily reducing its Loyalty and Science output.
  • The “Intellectual Property Theft” Mission: This mission would allow a spy to steal a technology from a rival civilization, with a higher chance of success if the target city has a low Literacy rating.

A More Nuanced and Realistic Civilization

The introduction of a Literacy mechanic would add a new layer of depth and realism to Civilization VI. By linking the spread of knowledge to the generation of Science and Amenities, the game would more accurately reflect the complex interplay between education, innovation, and culture that has shaped human history. The strategic possibilities that would emerge from this new mechanic would be vast, creating a more engaging and rewarding experience for players. Analysis on forums shows that such a mechanic would be a welcome addition to the game, and many players are hopeful that a future expansion will explore this fascinating concept.