Zegangani
King
- Joined
- Oct 9, 2020
- Messages
- 898
Some few days ago, while testing a mod out, I stumbled over an Effect that is necessary for significantly improving Governors (it's name doesn't resemble it's effect at all, no wonder no one paid attention to it before - lack of these types of effects are the reason why there aren't many Secret Society type of governor Mods for example). So that opens the Door for a (to a degree) rework of Governors System in Civ VI. With a Mod of Course.
I think a lot of you wanted Governors to get improved or completely reworked, like having them unlocked with Techs/Civics or Eras. So I will leave this Thread here for you so you can suggest anything you want to get changed about Governors (like you, @acluewithout, you're the most one who was anticipating a Governors rework. here is your chance to have some influence on the Mod
). I will leave here some Notes about what's possible and what I've already designed with Governors, so you have a better Idea on what's possible and how far you can go.
- The Mod will be part of the 2nd 4XP Mod Pack, so I will immediately work on it after I'm finished with the first Pack, so there is a limited Time Frame (some Weeks) in which you can have some Influence on this. And this Governor Mod will require GS, so you can suggest abilities from the GS Features.
- I've already designed most of things in my Governor rework, but this recent Discovery opens a Door for much better designs. Here is what my current Design of Governors looks and what's possible (for inspiration not as a limit) to do with them:
An Idea of how One Governor might look like?:
A Normal/Dark Age National Governor who cannot be assigned and only gets unlocked the first Time you enter a Dark Age, but from then on he stays, but he's never available in Golden/Heroic Ages. He has 3 Promotions in each Era (up to Future) that you can only pick one from and that only applies in that Era, so next Era you get to choose from another 3. Each of the Promotion helps you with a certain Goal:
- get more Era Scores
- help you with your Loyalty Issues
- or help you manage your Empire (with bonuses like reduced production cost when building X or Y)
So you choose what benefits you the most in a given era.
Though, this isn't actually a specialist Governor, but a national Governor. I just liked him as an example, but what the 2nd 4XP mod will focus on is City specialization, so Governors like a Late Game Environmentalist Governor in a City would be more what I'm looking for for that Pack. But you can be as creative as you can, even if it isn't what I'm looking for, it might still be relevant for the other Packs (like national Administrators that help you manage your Empire rather than individual Cities). I'm curious to see what you'll come up with!
I think a lot of you wanted Governors to get improved or completely reworked, like having them unlocked with Techs/Civics or Eras. So I will leave this Thread here for you so you can suggest anything you want to get changed about Governors (like you, @acluewithout, you're the most one who was anticipating a Governors rework. here is your chance to have some influence on the Mod

- The Mod will be part of the 2nd 4XP Mod Pack, so I will immediately work on it after I'm finished with the first Pack, so there is a limited Time Frame (some Weeks) in which you can have some Influence on this. And this Governor Mod will require GS, so you can suggest abilities from the GS Features.
- I've already designed most of things in my Governor rework, but this recent Discovery opens a Door for much better designs. Here is what my current Design of Governors looks and what's possible (for inspiration not as a limit) to do with them:
- There are normal Governors that specialize in a Yield/Field/Aspect of the Game (like the ones from the game, but more, like there is a Governor who specializes in Desert territory, another in coastal, another in Colonization...etc - thouogh Pingala is devided into 2 Governors (Science and Culture)). I'v got most of these all designed, but I'm open to your Ideas and suggestions.
- Governors will have strong Promotions but these are only unlocked after each Game Era (2 in each Era - though there are cases where there is only one Promotion in an Era - And there are promotions only from ancient till modern era, no more promotions afterwards), and the ones of the same Era/Tier are mutually exclusive, so you can only choose one. However, not all Governors are tied to this Rule, like Ibrahim still functions like normal.
- The Promotions in an Era are designed to benefit a City the most in that Era (Like "Renewable Subsidizer" promotion only available in modern Era), while also possibly having long term effects (like double trade route effect from a promotion from Era X when reaching Era Y)
- Some Civs will get Unique Governors that replace one of the other Governors (like Richelieu of France replacing Amani or Moksha). These Unique Governors won't get a unique promotion set, but they either improve or change some of the promotions of the replaced Governor. (So it's possible to make many unique Governors without having to introduce many unique promotions). And this is where I need the most help in from you People, I need Ideas for Civ Unique Governors and their Abilities.
- There might be some few Unique Governors who don't replace another Governor, but they only have 1 Promotion in each Era (till Modern Era), and are a bit weaker than the others (it's a bonus after all).
- Many Governors are locked till you meet a criteria, like you have to build 3 Encampments in order for you to unlock Victor, or 3 Campuses and 2 Libraries to unlock the Science Governor or getting a Pantheon for Moksha.
- Some Governors will get unlocked via a Quest, an Event or a Wonder. (I'm not sure about this, if people have good Ideas I may implement some of them).
- Governors may be mutually exclusive, are unlocked with certain Techs/Civics, or anything. Promotions may be also locked that way.
- Some Governors may also affect other Cities (of the same owner) within a certain range that don't have a Governor. Requires Maintenance cost in Gold per each City affected by the Governor.
- Many Governors have a Unique Ability (apart from the promotions) that make them deserved to be called "Governors" EX: Liang can repair pillaged Improvements or Buildings automatically after each Turn (One at a Time, prioritizing District Buildings), with Reyna you can request Loans that you have to pay after each Turn...etc
- To balance the wide vs Tall play Issue that all of this may cause, There are many Penalties that come with assigning Governors and there will be a limit on how many Governors you can assign at a Time (gets increased with Civics/Policies and Governments). Assigning and promoting a Governor that specializes in a Yield (not counting the ones that specialize in a terrain, like Desert for Ex, or colonization ...) will give the City the chance to specialize in that Yield (with the strong governor promotions) while all others will get a penalty in that yield, increasing with each time you promote that Governor. (Ex: establishing a Science Governor in a City will make that City specialize in Science while all other Cities get -10% in Science, and -5% each time you promote him (maybe heavy penalties in cities further away from this city and less in ones near it) - tho sometimes the penalty isn't decreased science in other cities, but for example less faith and Culture in the City with the Science Governor). (All of this needs proper testing to ensure balance ofc)
- I need help with naming not unique Governors. like how do I call a Governor that specializes in Tundra/Snow terrain?!
An Idea of how One Governor might look like?:
A Normal/Dark Age National Governor who cannot be assigned and only gets unlocked the first Time you enter a Dark Age, but from then on he stays, but he's never available in Golden/Heroic Ages. He has 3 Promotions in each Era (up to Future) that you can only pick one from and that only applies in that Era, so next Era you get to choose from another 3. Each of the Promotion helps you with a certain Goal:
- get more Era Scores
- help you with your Loyalty Issues
- or help you manage your Empire (with bonuses like reduced production cost when building X or Y)
So you choose what benefits you the most in a given era.
Though, this isn't actually a specialist Governor, but a national Governor. I just liked him as an example, but what the 2nd 4XP mod will focus on is City specialization, so Governors like a Late Game Environmentalist Governor in a City would be more what I'm looking for for that Pack. But you can be as creative as you can, even if it isn't what I'm looking for, it might still be relevant for the other Packs (like national Administrators that help you manage your Empire rather than individual Cities). I'm curious to see what you'll come up with!
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