moysturfurmer
Emperor
- Joined
- Mar 6, 2010
- Messages
- 1,558
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.
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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