kaspergm
Deity
- Joined
- Aug 19, 2012
- Messages
- 5,831
I mostly dislike this feature of the game. Here's what I like and dislike:
Good parts:
- Loyalty support works fine
- Idea of leveling over time is fine
Bad parts:
- Heavy micromanagement for poor returns is a buzzkill. This is for me the biggest problem. I simply can't be bothered to move them around to have the local benefits at the right place at the right time. Particularly not when having to wait 5 turns before the action takes place.
- Poor promotions. Most of the promotions are very situational or downright useless. This makes planning for them a complete lottery. Ever tried to actively use Mokshas Grand Inquisitor promotion, for instance?
- Poor balance. Then there are a handful of promotions that are so blatantly overpowered that you want to use them every game. Pingalas level 1-1-2 for instance. I mean, seriously? Obviously also Magnus still has very strong promotions.
- Repetitive. Zero variation between civs with the single exception of Ottomans. Very boring.
So yes, bottomline I agree, the system needs a complete rework. I think we need more variation. I think we need better returns and MUCH LESS MICROMANAGEMENT on their effects. I think I would actually like to separate the moving-around-for-loyalty aspect from the city bonus aspect entirely. So let a governor be permanently stationed in a city once he is applied. Basically making them work a bit like national wonders of earlier civs, but more custamizable in their benefits. I also want them more specialized. Moksha for religion is fine, Reyna for gold also seems fine, but Pingala for both science and culture is too strong, this needs a split into two different governors. Liang as infrastructure needs better definition, Armani as diplomacy generally has very bad promotions (but obviously you want the level 3 one). Magnus seems fine-ish for production.
I think we need a different leveling system - let a governor level up over time similar to alliances and units, have them earn XP for certain actions, or find something else. This to prevent always going down the same promotion paths. Speaking of promotion paths, give each governor branched development trees, so you don't always end up the same place. Give them different specializations, so that choosing one branch will cut you off from the other, or let them have trees like the ideology system from Civ5, where you can only select a number from a greater pool, thus having to bypass some.
Also they still have their "handles": XXX the Educator, XXX the Financier etc.
Good parts:
- Loyalty support works fine
- Idea of leveling over time is fine
Bad parts:
- Heavy micromanagement for poor returns is a buzzkill. This is for me the biggest problem. I simply can't be bothered to move them around to have the local benefits at the right place at the right time. Particularly not when having to wait 5 turns before the action takes place.
- Poor promotions. Most of the promotions are very situational or downright useless. This makes planning for them a complete lottery. Ever tried to actively use Mokshas Grand Inquisitor promotion, for instance?
- Poor balance. Then there are a handful of promotions that are so blatantly overpowered that you want to use them every game. Pingalas level 1-1-2 for instance. I mean, seriously? Obviously also Magnus still has very strong promotions.
- Repetitive. Zero variation between civs with the single exception of Ottomans. Very boring.
So yes, bottomline I agree, the system needs a complete rework. I think we need more variation. I think we need better returns and MUCH LESS MICROMANAGEMENT on their effects. I think I would actually like to separate the moving-around-for-loyalty aspect from the city bonus aspect entirely. So let a governor be permanently stationed in a city once he is applied. Basically making them work a bit like national wonders of earlier civs, but more custamizable in their benefits. I also want them more specialized. Moksha for religion is fine, Reyna for gold also seems fine, but Pingala for both science and culture is too strong, this needs a split into two different governors. Liang as infrastructure needs better definition, Armani as diplomacy generally has very bad promotions (but obviously you want the level 3 one). Magnus seems fine-ish for production.
I think we need a different leveling system - let a governor level up over time similar to alliances and units, have them earn XP for certain actions, or find something else. This to prevent always going down the same promotion paths. Speaking of promotion paths, give each governor branched development trees, so you don't always end up the same place. Give them different specializations, so that choosing one branch will cut you off from the other, or let them have trees like the ideology system from Civ5, where you can only select a number from a greater pool, thus having to bypass some.
Could be easily fixed. Go with different colour backgrounds for instance, to give the flavor: Blue for science, yellow for gold, white for religion, etc.It would probably be confusing if you booted up a new game with a different civ and can't remember what the governors do because their genders and ethnicities are swapped even though they have the same promotions as the previous game.
Also they still have their "handles": XXX the Educator, XXX the Financier etc.