Monarchy - Does it need to be changed?

After reading all those opinions, I think that nerfing MR would be a better option than buffing Monarchy ;
I'd change a wild card slot by an economic slot
Be careful with that. Wildcards are seen as superior slots to only econ cards - most of the time that's what's ending up there. It would hardly be a nerf.
A Diplo card might be a better way to actually rein in the power of MR.
Monarchy is 3-1-1-1 while the other two are 2x 2 and 2x 1. If anything, Monarchy should have the extra wildcard slot (2-1-1-2) rather than MR. We know a lot more about balance today than release, so it's okay that all card slots aren't equal and we can adjust to that.

The "nerf" you are looking for already exist: MR arrives last in the tree. No need to reduce its efficacity.
Divine Right (Monarchy) arrives in the last tier of the Medieval civics. Exploration and Reformed Church are first tier of the renaissance. Given that you don't even need to ever research divine right to get to future civic (in fact you can just skip theology too) the difference in time to get these governments is quite small. In the case of theocracy it's literally a leaf civic directly after Divine Right - maybe 10 turns?
The gap between Political Philosophy and Tier2 gov't civics is 2 eras - 3 or 4 tech columns. In contrast, the tier3 civics are 6 columns away from even exploration.

Now, if Monarchy came at like, Feudalism, thus being earlier and not requiring a detour through the religion path, then the timing of it might make it a more legit tradeoff.
 
How about an inherit loyalty boost to cities when in monarchy? Even +2 would give it more use, especially if you're in a dark age or in the process of heavily expanding.
 
Yeah, in my Merchant Republic games I usually don't even ever research the Monarchy/Theocracy civics unless I need a quick 1 turn for an emergency policy shift in the modern times or something.So to say that Exploration comes later is a bit inconsistent as the other two would typically not come at all.

I think switching a military policy to wildcard (representing as stated above the whim of the monarch) would indeed make the government much more appealing. As it is if I'm peaceful I'm going MR if I'm warmongering I'm going theocracy, and I just don't see what scenario I'd be going Monarchy in.
 
I think switching a military policy to wildcard (representing as stated above the whim of the monarch) would indeed make the government much more appealing. As it is if I'm peaceful I'm going MR if I'm warmongering I'm going theocracy, and I just don't see what scenario I'd be going Monarchy in.
Maybe if you want to play diplomatically and avoid the minus for being in a different government then the AIs. It’s not the greatest reason to choose a government, but it is A reason.
 
Walls gain +4 strength and Capital generates +25% tourism and culture (You want to see the King right?)

Also make it 2mil/2diplo
 
Maybe if you want to play diplomatically and avoid the minus for being in a different government then the AIs. It’s not the greatest reason to choose a government, but it is A reason.
That's kind of grasping at straws, though, not meaning to offend, but let's be serious ...
 
There is no longer a malus for different governments until t3 either.
 
Monarchy seems to pretty clearly be the pro-war option. Build armies, build walls, influence city-states.

If building and maintaining a large army isn't important to you--or rather, you don't feel like you need much help at it--then it may not be the right government for your style.

But such a government should certainly exist within the game.

I usually use the three policy slots when I'm getting into Mercenaries and I'm ready to start upgrading and building knights in earnest.

Ain't like you're locked into a given government in any kind of major commitment.

The extra housing for walls is the only thing I'm not a fan of. Give me something more outright militant.
 
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