Oligarchy was the weakest gov before, precisely because it had such a poor spread of cards. That actually seemed very balanced to me, because you were trading better cards slot for the combat bonus (and the combat was only ever situationally useful). Basically, if you wanted warmonger, and wanted the combat bonus, then Oligarchy gave you a tough (but interesting) choice because the slots we so bad.
Autocracy was usually the strongest government. Early game, military slots are super useful, and Diplo slots not useful (they get better in the mid game) so Autocracy was great generally but also specifically for tall play. The extra yields and bonus for wonders was just a nice bonus (although, hardly a big deal if you’re chopping wonders anyway). Now Autocracy has the terrible oligarchy spread. It’s a poor gov for growth now.
Do the two military slots synergise with Oligarchy’s combat bonus? They sure do, and that’s part of the problem. They synergise way too much. Choosing Oligarchy is just going to be a no-brainer and just push early warmongering harder. At least before you had to balance maybe using Autocracy to grow your army, then flipping to Oligarchy for the war or to grab a legacy card. Now you just start in Oligarchy and stay in cruise control until the mid game.
Monarchy is a bit different. Monarchy has always been a bit underpowered and I think the changes make Monarchy much stronger. But I was ok with where Monarchy was - a bit weaker, but it came earlier and has great policy cards at Divine Right so it worked out and there was more than enough good Red policy cards. This is too much of a buff in my view.
I get people aren’t going to agree with me on this. FXS’s changes actually seem pretty consistent with the majority of the feedback they’ve had on Autocracy, Oligarchy and Monarchy. I note that streamers also seem to heavily favour Oligarchy (hilariously because they think it has a good card spread) and dislike Monarchy (because they under value Red Cards). So I can see why these changes have been made. But the change cuts across the original design, which I actually think has the better balance and approach, and overall makes the choices around governments less interesting because Oligarchy is now just always awesome and Monarchy isn’t such a hard choice.
It’s a pity FXS keep tweaking the game to remove complexity. No spying on Allies is the worst. Before, you had this great “frenemy” dynamic, where you could Ally with someone precisely because you want to neutralise them as a war threat and spy on them; or you might have a Civ you want a good relationship with, but you might then have second thoughts and want to spy on them. Now you choose Allies, and the game basically enforces YOU WILL BE FRIENDS AND BE NICE TO YOUR ALLIES!
The Oligarchy / Autocracy changes are similar. Before you were choosing between governments that were situationally useful for different things. Want to warmonger? Well, you might use Oligarchy or Autocracy. Sometimes you might even use Classical Republic to maintain happiness and get more GGPs. But now it’ll just be “pick Oligarchy, it’s the best for War”.
All the changes combining food and housing have a similar problem. Before you had to balance housing and food production. Get it wrong, and no growth. Now bonuses that give you one usually just give you the other (eg religious beliefs), so growing tall really is just much less of a challenge now.
Sorry. I know a lot of these changes are popular, and maybe that’s the point. But I feel like there is a lot of good design which FXS are just ditching because people’s knee jerk reaction is that X isn’t good because it doesn’t immediately come with Y and Z as well. eg Oligarchy is dumb because it’s not the government with the military slots; Autocracy sucks because too many military cards and no Diplo cards (ignoring that Diplo cards are weak early game); monarchy sucks because it’s weaker than merchant republic (ignoring Monarchy comes earlier and the civic has good cards); military cards suck because they don’t have yield bonuses (ignoring military cards buff economies in other ways by increasing happiness and loyalty, buffing movement, making harbours cheaper).