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.