New government system in civ6 sounds fantastic!

Actually we do know, to a certain extent. You keep your policy cards and can re-slot them any time you want.

Dennis Shirk said:
We allow you to re-slot policies for free every time you complete a Civic. You can do it anytime you want, it just costs some gold if you're doing it between turns. For a culture player, there's a large amount of Military-specific policies that you can get. If you're a Military-focused player, you might not have as deep a lineup of policies, because you're mainly playing science. As a culture player, you'll have those abilities. You'll be able to produce units 25 percent faster as an example. You can react to stuff pretty quickly. If you're really far behind there may be no hope, but there's a lot of knobs a player can turn to get a lot more defensive ability.
 
Actually we do know, to a certain extent. You keep your policy cards and can re-slot them any time you want.

The previous poster was asking about changing governments (I think), not switching policy cards within the same government. When you change governments, I am guessing the cards go back in the pool and the player must re-slot them. Governments don't always have the same number of slots of a certain type. If you are going from say 3 military slots down to 2 military slots, obviously you are losing one slot, so you have to lose one military card. Does that game pick one of your military cards to put back into the pool or does it just put all your cards back in the pool when you switch governments and let's you re-slot everything from scratch? That we don't know.
 
The previous poster was asking about changing governments (I think), not switching policy cards within the same government. When you change governments, I am guessing the cards go back in the pool and the player must re-slot them. Governments don't always have the same number of slots of a certain type. If you are going from say 3 military slots down to 2 military slots, obviously you are losing one slot, so you have to lose one military card. Does that game pick one of your military cards to put back into the pool or does it just put all your cards back in the pool when you switch governments and let's you re-slot everything from scratch? That we don't know.
According to the hands-on previews, you'll have many, many more policy cards than can be slotted into any government, so you won't lose the unslotted policies (because otherwise there would be no policies available to re-slot except when you completed a new Civic). It's not clear whether there will be a cost to changing governments, but it seems pretty clear from the Shirk quote that you can re-slot policies at any time for a fee, and for free if you've just completed a Civic.
 
According to the hands-on previews, you'll have many, many more policy cards than can be slotted into any government, so you won't lose the unslotted policies. It's not clear whether there will be a cost to changing governments, but it seems pretty clear from the Shirk quote that you can re-slot policies at any time for a fee, and for free if you've just completed a Civic.

I know that. I am talking about the situation where you go from a higher number of slots to a smaller number of slots in a particular type. For example, if you switch from a government with 2 military slots to a new government with only 1 or 0 military slots. You don't lose the cards but they can't stay in the new government since it does not have enough slots for them anymore. Obviously, in that situation, the player will need to re-slot their policies which they can do free if they have discovered a civic or at some cost any other time.
 
I know that. I am talking about the situation where you go from a higher number of slots to a smaller number of slots in a particular type. For example, if you switch from a government with 2 military slots to a new government with only 1 or 0 military slots. You don't lose the cards but they can't stay in the new government since it does not have enough slots for them anymore. Obviously, in that situation, the player will need to re-slot their policies which they can do free if they have discovered a civic or at some cost any other time.
It's a guess, but when you switch governments I think it's reasonable to expect that the slots in the new government will be blank, and they can be filled in without cost. Changing governments itself may have a cost.

But what I think Sal was asking is whether you lose your existing policies when you switch governments, and I'm pretty sure the answer to that is "no."
 
Actually we do know, to a certain extent. You keep your policy cards and can re-slot them any time you want.

In fact, I saw a card whose effect is solely to decrease the cost of re-sloting.
 
It's a guess, but when you switch governments I think it's reasonable to expect that the slots in the new government will be blank...


On this point, when switching governments, I'd hope they wouldn't 'blank out' the slots but rather do something nice, like keep the cards that still fit the right slots and let you manually change the ones you want to change.

edit: else that would be unnecessary micro to reslot them all.

In fact, I saw a card whose effect is solely to decrease the cost of re-sloting.

er, what? :scan:
 
The thing I like most about this system is that it's modular, which means no concerns about one strategy being "OP". All they have to do is tweak an individual card if it's being chosen above all others (or never being picked).

In Civ V, if they messed with one policy, it could potentially unbalance the entire tree and need to tweak more things to keep it all balanced. And if one tree became unbalanced, maybe the relative balance of other trees then needed tweaking.

Edit: Also, I'm willing to bet a burger and beer that future governments will gain more slots. That there will be a "progression of governments". You won't want to have an oligarchy in 2016...
 
The thing I like most about this system is that it's modular, which means no concerns about one strategy being "OP". All they have to do is tweak an individual card if it's being chosen above all others (or never being picked).

In Civ V, if they messed with one policy, it could potentially unbalance the entire tree and need to tweak more things to keep it all balanced. And if one tree became unbalanced, maybe the relative balance of other trees then needed tweaking.

Edit: Also, I'm willing to bet a burger and beer that future governments will gain more slots. That there will be a "progression of governments". You won't want to have an oligarchy in 2016...

Its both modular and progressive in the frame work of a civic tree and increasingly more powerful forms of governments.


Unless they really mess up the balancing , I don't see people using outdated governments for some sort of specialized play. I suspect it will all funnel down to autocracy , freedom and order in the late game and each branch will have weaker versions in earlier goverment forms in the civic tree
 
On this point, when switching governments, I'd hope they wouldn't 'blank out' the slots but rather do something nice, like keep the cards that still fit the right slots and let you manually change the ones you want to change.

edit: else that would be unnecessary micro to reslot them all.
I'm not sure that we'll be changing governments often enough that re-slotting ~4 items would rise to the level of unnecessary micromanagement, but your point is taken.
 
Looks like I'm going Mongolia/Genghis Khan/Autocracy in CVI Vanilla. Longed for a true empire since CIII.
 
Ed Beach background in boardgames clearly shows in this system. Those that want more realism must be disapointed by this kind of mechanic.

Civ's governments/civics system has never been realistic. I think people do want immersion and the funnel mechanics of SP upset people. Civ4's civic's mechanics wasn't ideal either, it didn't feel like you're progressing, just mixing up a bunch of bonuses.

This seems to strike a balance, pending how it's implemented of course.

I did really like the ideology mechanics of BNW, So I hope the late game governments slot into those kinds of struggles again.
 
Ed Beach background in boardgames clearly shows in this system. Those that want more realism must be disapointed by this kind of mechanic.

Of course, I know someone who have strong incentive to mod it in. :rolleyes:

To be fair, government systems is mind-bogglingly varied. I think no one could blame Firaxis to save players from learning difference of, say, Monarchy.

i.e. Hereditary Monarchy, Tanistry, Gavelkind, Elective Monarchy, Constitutional Monarchy, Absolute Monarchy, Theocracy, Divine Rights, etc...

Not to mention Socialism, Democracy (with or without quotation mark) and Communism.
 
Of course, I know someone who have strong incentive to mod it in. :rolleyes:

To be fair, government systems is mind-bogglingly varied. I think no one could blame Firaxis to save players from learning difference of, say, Monarchy.

i.e. Hereditary Monarchy, Tanistry, Gavelkind, Elective Monarchy, Constitutional Monarchy, Absolute Monarchy, Theocracy, Divine Rights, etc...

Not to mention Socialism, Democracy (with or without quotation mark) and Communism.

My ears are burning :p

Of course, I'm not disappointed in Firaxis for whatever route they('ve) take(n). They're game designers, not political scientists/theologians/philosophers/lawyers, etc. And from a gameplay perspective the system sounds very fun. But that fun will be lessened for me if I don't get to live out my political fantasies :D But that's why modding is important.

The final three govts. are Fascism, Democracy, and Communism, btw, or so it is said.
 
er, what? :scan:

One of the pictures for cards in the wildcard categories had one that decreased cost of changing them (re-slotting) by 10%.
 
Where did you see that?

Post #9 on this thread, within the spoiler, bottom right. Only I misremembered what the discount percent was.
 
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