SupremacyKing2
Deity
In Quill18's video today, he describes the new government system in civ6. First, I am super excited that governments are back. I really missed them from civ4 and was dissapointed in how static social policies were in civ5.
The way governments will work in civ6 sound great. Each government will have a unique bonus and also have a certain number of policy slots that the player can put policy cards in. Governments and policy cards are unlocked with culture from a new civics tree. Policy cards come in 3 types (military, economic and diplomatic). Governments will have a certain number of slots for each type, plus a wild card slot that will accept any type. Players can change governments or policy cards for free when they discover a new civic or spend gold during other turns.
Here are some examples (subject to change of course) that Quill18 gave that give us an idea of how governments will work:
Classical Republic
Bonus: more amenities and more great persons
Military slots: 0
Economic slots: 2
Diplomatic slots: 1
Wild Card slots: 1
Oligarchy
Bonus: higher city yields in city center and faster wonder production
Military slots: 1
Economic slots: 1
Diplomatic slots: 1
Wild Card slots:1
Autocracy
Bonus: stronger melee strength and faster combat experience
Military slots: 2
Economic slots: 1
Diplomatic slots: 0
Wild Card slots: ?
Having inherent bonuses for the governments is great but the different slots is genius. I think it will allow a lot of customization for the player. Not just the number of slots will give governments an additional flavor but the specific policies will allow the player to further customize their government. Players can have the same government but different cards and get different bonuses. I also like the wild card idea since it will also allow players to tweak the emphasis of their government. For example, the republic has no military slot but the player could use the wild card for military to still get a little military bonus or could use the wild card for a third economic card to really double down on the economic power of the government.
The way governments will work in civ6 sound great. Each government will have a unique bonus and also have a certain number of policy slots that the player can put policy cards in. Governments and policy cards are unlocked with culture from a new civics tree. Policy cards come in 3 types (military, economic and diplomatic). Governments will have a certain number of slots for each type, plus a wild card slot that will accept any type. Players can change governments or policy cards for free when they discover a new civic or spend gold during other turns.
Here are some examples (subject to change of course) that Quill18 gave that give us an idea of how governments will work:
Classical Republic
Bonus: more amenities and more great persons
Military slots: 0
Economic slots: 2
Diplomatic slots: 1
Wild Card slots: 1
Oligarchy
Bonus: higher city yields in city center and faster wonder production
Military slots: 1
Economic slots: 1
Diplomatic slots: 1
Wild Card slots:1
Autocracy
Bonus: stronger melee strength and faster combat experience
Military slots: 2
Economic slots: 1
Diplomatic slots: 0
Wild Card slots: ?
Having inherent bonuses for the governments is great but the different slots is genius. I think it will allow a lot of customization for the player. Not just the number of slots will give governments an additional flavor but the specific policies will allow the player to further customize their government. Players can have the same government but different cards and get different bonuses. I also like the wild card idea since it will also allow players to tweak the emphasis of their government. For example, the republic has no military slot but the player could use the wild card for military to still get a little military bonus or could use the wild card for a third economic card to really double down on the economic power of the government.