Am I the only one who thinks this overly complicates things and stops governors from reaching full potential?
Firstly it requires a lot of planning ahead. If you are starting production on a campus/theatre/industrial building, and you move the governor with the corresponding boost to it, you are already 5 turns too late. You can pin future district locations and such, but a pin for governor moves is a bit more difficult to put into practice and just adds to the micromanaging
Secondly, the time the governor establishes, he isnt usefull for you, so combined with the issue where you are occasionally/often too late to move him for full potential, there is a passive incentive to just leave him where he is, and just occasionally move them.
I think a better system would be where travelling only takes one turn (just like your great people), but there is for example a cooldown on when you can move them again. Or any other suggestion to optimize governors?
Loving the expansion though
Firstly it requires a lot of planning ahead. If you are starting production on a campus/theatre/industrial building, and you move the governor with the corresponding boost to it, you are already 5 turns too late. You can pin future district locations and such, but a pin for governor moves is a bit more difficult to put into practice and just adds to the micromanaging
Secondly, the time the governor establishes, he isnt usefull for you, so combined with the issue where you are occasionally/often too late to move him for full potential, there is a passive incentive to just leave him where he is, and just occasionally move them.
I think a better system would be where travelling only takes one turn (just like your great people), but there is for example a cooldown on when you can move them again. Or any other suggestion to optimize governors?
Loving the expansion though