Chosen Government types/Civics/Policies should unlock unique improvements/buildings/units

moysturfurmer

Emperor
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Mar 6, 2010
Messages
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In Civ VI government types/policies don’t really feel too different from one another, and more importantly you can’t tell what a Civ is running/has run at a cursory glance. But the way your country runs should have a more expressive impact on the map itself.

If you’re running Serfdom/Feudalism whether by policy card or Civ VII’s equivalent, you should unlock a manor house improvement that gets bonuses from adjacent farms/pastures.

Monarchy could unlock a Palatial Guard unit that has to stay in your capital’s borders.

Free Religion should let you build any type of religious building.

Communism should let you build cheap, high housing Bloc Apartments.

Fascist states should be able to build Triumphal Arches that give + combat strength for each one built.

Colonial Empires should be able to build colonist units whose colonies don’t suffer from loyalty pressure until they reach a certain size. Etc etc.

A system like this would express the ideological focii of civs in a much more organic way, but more importantly it would be more fun.
 
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Colonial Empires should be able to build colonist units whose colonies don’t suffer from loyalty pressure until they reach a certain size. Etc etc.

In addition, a colonial empire could have access to colonial offices and embassies as unique infrastructure. They could grant crucial Loyalty to your nearby territories (if Civ VII ends up going with a Loyalty-type system), and provide vision of enemy territory.
 
In addition, a colonial empire could have access to colonial offices and embassies as unique infrastructure. They could grant crucial Loyalty to your nearby territories (if Civ VII ends up going with a Loyalty-type system), and provide vision of enemy territory.
+10 gold for each of the colony’s luxury resources not controlled by the main empire?
 
In addition, a colonial empire could have access to colonial offices and embassies as unique infrastructure. They could grant crucial Loyalty to your nearby territories (if Civ VII ends up going with a Loyalty-type system), and provide vision of enemy territory.
CONTINENTAL CONGRESS: :shifty:
 
CONTINENTAL CONGRESS: :shifty:
Yeah personally I’d want colonies to not receive loyalty pressure until they get big enough (pop 5?). The trade off imo should be that they’re cheaper to create, spawn with a builder, and could generate more gold for exotic luxuries, and can’t house governors or get benefits from policies. Giving them bonuses to loyalty seems counterintuitive. Personally, I’d be interested if a Colonial Office reduced the loyalty-pressure-exemption-threshold but generated more money to represent some kind of taxation (without representation )
 
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