Amrunril
Emperor
- Joined
- Feb 7, 2015
- Messages
- 1,239
Now that we've seen the gameplay video, we have a much clearer picture of how governors will work, both in terms of overall mechanics and in terms of some of the specific abilities. From the features thread:
With this information, I think we're in a good position to start discussing/speculating this system. What will its overall gameplay impacts be? How do you think you use it? How might it interact with wonders and civ abilities?
In my view, governors are the most interesting system being added in Rise and Fall, and they bring back something that was lost in the transition from Civ V to Civ VI's cultural systems (the governor system, with its primarily culture-triggered promotion tree reminds me a lot of Civ V's culture system), the potential for long term customization. A game starting with a steward governor and leveling him up immediately will be very different from one doing the same with a diplomat or one distributing titles between many governors, even when playing with the same civ and targeting the same victory condition.
On the other hand, governors also seem like they'll introduce a lot of micromanagement. There are a lot of abilities that will benefit from switching them between cities at specific times (production bonuses towards specific buildings, for instance), and trying to coordinate that will require moving governors several turns in advance and replacing governors displaced in the process. This will definitely introduce some interesting trade-offs, but it will introduce a lot of tedious logistical planning as well.
During a game, players can earn up to seven Governors. Each Governor has a different skill tree of promotions. We bent a lot of existing game rules to give them the power to make a difference in your cities."
Governors like spies won't be units on the map
Governor titles are earned through the Civics tree (can upgrade 5 times)
Magnus The Steward -
Tier 1) Bonus to plot yields and terrain removals in the city
Tier 2) Surplus Logistics - +Growth in the City, +Food in cities that end Trade Routes in the City; Provision - + Production of Industrial Zone Buildings, Settlers do not consume population
Tier 3) Industrialist - +production for each strategic resource in the city; Black Marketeer - don't need Strategic Resources to build Units in this city
Tier 4) Vertical Integration - You get the Industrial Zone bonuses from all near by districts not just the 1
Liang the Surveyor -
Tier 1) grants an extra builder charge
Tier 2) Infrastructure - +production of Government Plaza and Buildings; Aquaculture - Can build the Fishery Tile Improvement
Tier 3) Zoning Commissioner - +production of building Districts; Amusement - +production to Entertainment Complex and Water Park Buildings
Tier 4) Parks and Recreation - Can Build the City Park Tile Improvement
Pingala the Educator -
Tier 1) +Science, +Culture in City
Tier 2) Connoisseur - +Production to Theater Square Buildings in City; Researcher - +Production to Campus buildings in City
Tier 3) Grants - Increases the Great Person points Generated in the City
Tier 4) Arms Race Proponent - +Production towards Nuclear Arms; Space Initiative - +Production to Space Based Projects
Victor the Castellan -
Amani the Diplomat -
Tier 1) Can be sent to a City State where she counts as 2 envoys
Tier 2) Emissary - all Foreign Cities in range get increased Loyalty to your Civ; Prestige - All Domestic Cities in range get increased Loyalty to your Civ
Tier 3) Affluence - get a copy of the luxuries in the City State you are in; Promoter - +Amenities in the City you are in
Tier 4) Puppeteer - Doubles the number of Envoys you have in the City State you are Located in
Moksha the Cardinal -
Reyna the Financier -
With this information, I think we're in a good position to start discussing/speculating this system. What will its overall gameplay impacts be? How do you think you use it? How might it interact with wonders and civ abilities?
In my view, governors are the most interesting system being added in Rise and Fall, and they bring back something that was lost in the transition from Civ V to Civ VI's cultural systems (the governor system, with its primarily culture-triggered promotion tree reminds me a lot of Civ V's culture system), the potential for long term customization. A game starting with a steward governor and leveling him up immediately will be very different from one doing the same with a diplomat or one distributing titles between many governors, even when playing with the same civ and targeting the same victory condition.
On the other hand, governors also seem like they'll introduce a lot of micromanagement. There are a lot of abilities that will benefit from switching them between cities at specific times (production bonuses towards specific buildings, for instance), and trying to coordinate that will require moving governors several turns in advance and replacing governors displaced in the process. This will definitely introduce some interesting trade-offs, but it will introduce a lot of tedious logistical planning as well.