[R&F] Changes to Governments and their effects on gameplay

indradiva

Warlord
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Aug 17, 2014
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170
R&F will bring many changes to existing systems. One of the biggest changes is Governments and their effects. You can read about them here: Rise and Fall Features Thread
I have not seen this discussed, so I decided to post some of my observations and comments on this topic.

Autocracy: You'll notice that Tier I Govs didn't change much, they just became stronger. However, you can use their effects as legacy cards, which opens up new possibilities and synergies. For Autocracy this isn't really the case, though, its legacy bonus is pretty universal and I haven't noticed any particular synergies, although it could go well with Monarchy by helping you grow your capital and your other city. It's also good for both wide and tall strategies, since you can use your capital and G-Plaza city as bases for expansion in the former case and to simply grow two of your cities in the latter.

Olgarchy: Here it really brings a new synergy with France's Garde Imperiale, with England's Red Coat and with Australia's Digger by giving them the ability to increase power of the units without being in a regressive Government. This is currently the only one card that increases the general combat power of a unit and it makes it pretty valuable. France, in paricular, can now be militaristic considering its diplo vis. combat bonus, not only a culture player.

Classical Republic: Not much to say here, but notice a good synergy with Monarchy, that can grant you easily up to 4 housing and with Democracy to get extra housing.

Merchant Republic: Of all Tier II Govs, MR changes are the most significant. First, you won't get free trade routes anymore, which is a nerf to wide play. Instead, you'll be able to get GPs at reduced prices much earlier, which will favor all victory types and will be useful to both wide and tall (=heavily urbanized) playstyles. The effect of +15% production to districts will be a long-awaited indirect buff to Egypt. Nubia, Japan and perhaps Germany will also say thank you for this bonus as well as everyone who likes to build a lot of districts. Civs with unique ones do not profit from it that much, since they are already pretty cheap.

Both Monarchy and Theocracy didn't change much, so there is not much to say about them. Notice, however, that Monarchy's bonus to housing will go well with Communism bonus to production from population. Theocracy's ability to buy land units with faith is now an effect of a G-Plaza building, so now you don't need Theo so much to use that, although it still makes purchasing an army more effective.

As for Communism, it is now the Government for tall empires, providing a large boost to production based on population and that not counting bonuses from Governors! Tall play has returned!
Democracy does indirectly favor empires with big population, too, but it is more flexible, because cities with few districts will also get some increase to production and housing. Still, heavily urbanized cities will naturally get more from Democracy than the others.

Finally, Fascism has become the ultimate Government for warmongers, period.

This concludes my overview for changes to Governments. You are all welcome to share your thoughts about it and maybe on points I might have missed. NB: the numbers in effect descriptions might not be final, but I don't expect them to change much before release.
 
The -50% GP money policy was gone, making us rethink the Spaceship method.
Also, what I really care is the "double" bonus, it seems that you can run the legacy card together with the current government, making Autocracy +4 all yield, or democracy provide +4 prod per district.
How changing government works is what I also cares about. I used to play a Autocracy--Classical Republic-- Monarchy -- Merchant Republic -- Theocracy -- Communism -- Democracy routine, thanks to the free changing. Will this "free government change" mechanism change so that we can only select one government per tier? How about the legacy bonus then?
 
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