nzcamel
Nahtanoj the Magnificent
Anton Stenger had this to say about Governors.
"In previous versions of Civilization, “governor” often referred to the AI behavior you could set for a city to act on your behalf. In this expansion, though, they are the opposite. Sending a Governor to a city is a way for the player to make an active decision about the development of one of their cities, and grow in a specific direction. Much like how districts operate in the base game, Governors are a way to specialize your cities. The difference: Governors have their own set of unique powerful bonuses and can move between controlled cities."
Does anyone feel that Governors specialise their cities?
I feel like all I do is pick the chop-chop one, or the extra builder charge one, and then just lose all interest.
Perhaps Governors should have been something more like a spy unit - build them based on capacity, random promotions from a pool, then assign them to cities. Maybe they'd still give loyalty, but their promotions you impact yields etc.
Then, perhaps what are currently Governors, could be made something else: like great families or dysnasties or estates or guilds, and could have been tied to specific cities.
The way Governors are now they feel like something out of cluedo or guess who ("Was it Pingala, in the study, with a candle stick holder?").
I agree its a bit questionable, you typically move the governors around quite a bit.
I also feel they are adding an extra level of planning and micromanagement that I don't particularly enjoy ("ok, so in 3 turns my builder will be ready, then it will take me 2 turns to move the builder to the forest tile, so I better move Magnus now..."). I think I like Amani the most in terms of mechanics. She's a way to have some influence over loyalty and an important chess piece for the city states game.
I realize this is most likely a rhetorical question and the assumption is that nobody feels that way but I do.
If I recruit Moshka early it's usually a game focused on religion and he will be stationed in my Holy City for most of the game. Consequently I will buy all apostles in this city and build all the faith building and happily fight religious battles in its territory. In essence this Holy City truly becomes the center of the religion and not just a city with 4x religious pressure.
If I recruit Magnus I often move him around early but if I choose to promote him fully his role changes and the city he stays in is the designated production powerhouse in my civilization. (The city does not become the production powerhouse just because I place him there. But if I have a city with very good production I can supplement that specialisation with Magnus and a few additional IZs in neighboring towns.)
I can tell stories like this about most governors although they don't happen every game. Sometimes Moshka is just a mobile loyalty boost and Magnus continues to jump around. But there are so games where you can use the abilities of some governors to an above average extend and in those games they certainly feel like city specializers to me.
Keep in mind that no matter how they spun governors as an addition to the game; the main reason they were added to the game was to give players who like a small empire a leg up against players who don't mind having an empire proper. They're to make tall possible. And while I think there may have been better ways of doing it, I certainly prefer governors to anything that punishes wide (global happiness) rather than finding a way to boost tall.
So the whole specialising your cities thing - as a few of you have said, that can happen; but it's circumstantial. It has added a layer of micromanagement that is a bit annoying (i.e. trying to space out when cities construct builders so Liang can be in said city at completion); but meh...
Circling back to the OP: I personally don't mind the names and the portraits but I could deal as well with generic ones like in the screenshot. But then again I do like art style and quotes and lightheartedness of Civ 6 in contrast to a lot of other very vocal people. And maybe a discussion about the game mechanics should take place in the other thread about governors and this here could focus on representation / UI?
As the OP, I personally do not mind that this thread discusses the practical side of governors as well as their aesthetics...I think their practicality is both close enough to the topic, and almost impossible to not head there at all; that I am fine with both being in this thread. Obviously mods may feel differently.
I think in terms of representation they hit a couple of key goals:
Those two things are really on target. I might've preferred a slightly less caricatured look, but otherwise I think they're fine. I think this is a case where clarity has to take the lead over everything else. It would be nice to have a mod that customizes the look for each region, but I'm not opposed to the current system. I guess they had to choose between total abstraction or set looks, I think anything in between those two points would be too confusing.
- Instantly recognizable - you can immediately tell which governor is in which city, friend or foe
- Clarity - the governors stand out, there's no mistaking their look in the city bar
I agree re the Clarity. Like if you swapped out their little faces in the City bars (though dammit those city bars are useless! It's close to impossible to just click on the city bar itself if there's any unit in the city! Gah

I'd have a $ for the Financier; a sword for the Castellan; a sealed scroll for the Diplomat; etc...