Lets take a look into governments

A few thoughts on the governments in Civ6, a rare bit of Civ6 that I don't think I like (another bit are these stupid fir trees as the only forest on the planet :)). Government customization by exchangeable policy cards is a nice idea, but what I miss is that governments have nothing to do with politics, ideology or society. Despite of lot of options and customization, government design seems to be very bland compared to the ways they worked in some previous Civ titles.

Civs I-IV attempted to represent fundamentally different effects that different government types have had on the workings of a society and on the behaviour of population. Like in the real world, each gov/policy was a trade-off between a bonus or unique ability on one side and some limitation on the other. So we had tough choices like Slavery that enabled hurrying of the production by forced labour, but added a risk of slave revolts; Fundamentalism that cut unhappiness but halved research. With Nationalism you could draft population in army, but loose some happiness doing so. Emancipation would wreck a havoc in nations that still had serfdom, war wariness balanced economic and cultural advantages of Free Speech/Democracy choices, and so forth. To say nothing of such brave decision that the Senate could override player in Republic and Democracy in Civ1 and 2…not that anyone wants *that* back....

By contrast, in Civ5 and even more Civ6 there is nothing like that, governments and social policies are merely arbitrary labels for different packages of added bonuses, which player can choose according to its need, without accepting any negative trade-off. That's 1) not remotely similar to actual governance, 2) not very strategic thinking neither. They don’t even try to represent historical differences between, say societies in feudal monarchy and democracy. Difference between them: +2 here, +25% there, more slots for random bonuses, well that's it… No unique abilities, no unique consequences. Much less imaginative than design of leaders and civs. I see a lot of room to spice up government system, in expansion or mod.
 
I don't know, I think there are appropriate trade offs; For example, taking Classical Republic over any of the others means you literally can not run any military policies unless you use the wildcard slot for it. With Autocracy the same hinderance is in place with Diplomatic policy slots.

Now the contrast is not as apparent in later governments as you'll be able to run at least one policy of every type later on, but the point remains; Government type affects the scope of your decision-making capabilities when it comes to the policies you can run.
 
I wish they still had government specific Wonders.
 
I'm not sure i understand legacy bonuses - you get the base value of them as soon as you adopt that government and you never lose that + what you accumulate slowly? I know it's not really optimal to switch governments all the time but is it viable to switch all the possible governments just to take the base legacy bonus from all of them and then stick to government that you need at the time ... since you can freely change governments every few turns, why not take all the legacy bonuses, they seem nice.. has anyone tested this just to see does it make any sense to have all the legacy bonuses?
 
No, you lose the base value if you switch governments. The legacy is what is accumulated slowly, which differs with each legacy.
 
I'm curious--why does Civ VI not bring back the ideological pressure system that existed in Civ VI? If you have a lot of cultural influence over another Civ, they should get penalties if they're in a different government.

The pressure would only exist if the pressured Civ had researched the tech unlocking that government. Perhaps also there could be a rule that lower-level governments can't put pressure on higher-level ones.
 
It's a problem as well that seemingly any card can be used with any government (correct me if I'm wrong here). Corvée labor in Democracy or Liberalism in Fascism are sure going to add to the immersion... :nope:
I have to agree with you there. Some cards should probably be forbidden with some governments. One could argue that Corvée Labor in Democracy represents convicts doing public utility work but i don't see any good way to explain Liberalism in in Fascism or even worse Communism since it's the exact opposite. But then probably Communism isn't a good name for a government and should have been an economic card instead with something like "Partycracy" the government but let's not start this discussion :o

PS. Is this your smiley :rolleyes: ?
 
I think the legacy bonuses build too slowly. We are looking at over 100 turns just to get anything from them. Take the monarchy legacy. You need to spend 150 turns as a monarchy to get 1 influence point per turn in a max tier govt. Do we know if the game saves decimals or just rounds down non-whole numbers?

Play as America; or even better...play a slower speed game ;) I'm sure the scaling will allow a little more accumulation...?
 
Back
Top Bottom