For you, what is the best way to represent the cultural and political advances of your civilization? What path should Civ7 take to be more realistic in representing civic advances?
Policy cards, as everyone here is used to, are policies that you adopt to customize your system of government. These policy cards are unlocked as you progress through the civic tree. It's an interesting approach to representing changes in government over the course of history and how the same systems of government can be distinguished from one another. However, due to a lack of balance, you will find yourself adopting almost always the same political cards. Plus, given the complexity of the system, you'll see AI making pretty silly decisions here.
In Civ5 we had social policies, which are unlocked as you get enough culture and, once adopted, you can't undo them. This means that the more culture you have, the more social policies you will adopt. This allows a good civic customization of your empire making it distinct from the other ones in the game. However, the impossibility of revoking the adopted social policies is not realistic.
In Humankind we have Civics, which can be decreed spending influence to do so. When a civic is unlocked, you will have two choice options to answer a given issue at that time, these choices will reflect how your empire will handle certain issues. As you make your choices, you will ideologically position your empire. All the decisions you make during the game lead to a customization of your empire very similar to the Civ5 social policies, but here you can go back on a decision already made.
For me, a system that blends Humankind's civics with Civ6's policy cards would be ideal. With civics being unlocked as you get more and more culture and with political stability costs to be adopted. As you customize your empire with decisions made by civics, you will be led to a specific type of government that suits your decisions. The more you make decisions that focus on freedom and commerce, the more you will be led to governments like the Merchant Republic and Democracy. The more you make decisions that focus on central state control, the more you will be led to Monarchy and then to Communism. Decisions that favor traditionalism and nationalism will lead you to Theocracy and then to Fascism.
When adopting a government, you will be able to fill it with some policy cards that you obtained based on the decisions of the civics. For example, you can only have a market economy if you made number enough of decisions that favor the market. And some of these politicy cards depend on your scientific progress. Market economics cannot be adopted until you research Capitalism, which will now be in the scientific tree.
Policy cards, as everyone here is used to, are policies that you adopt to customize your system of government. These policy cards are unlocked as you progress through the civic tree. It's an interesting approach to representing changes in government over the course of history and how the same systems of government can be distinguished from one another. However, due to a lack of balance, you will find yourself adopting almost always the same political cards. Plus, given the complexity of the system, you'll see AI making pretty silly decisions here.
In Civ5 we had social policies, which are unlocked as you get enough culture and, once adopted, you can't undo them. This means that the more culture you have, the more social policies you will adopt. This allows a good civic customization of your empire making it distinct from the other ones in the game. However, the impossibility of revoking the adopted social policies is not realistic.
In Humankind we have Civics, which can be decreed spending influence to do so. When a civic is unlocked, you will have two choice options to answer a given issue at that time, these choices will reflect how your empire will handle certain issues. As you make your choices, you will ideologically position your empire. All the decisions you make during the game lead to a customization of your empire very similar to the Civ5 social policies, but here you can go back on a decision already made.
For me, a system that blends Humankind's civics with Civ6's policy cards would be ideal. With civics being unlocked as you get more and more culture and with political stability costs to be adopted. As you customize your empire with decisions made by civics, you will be led to a specific type of government that suits your decisions. The more you make decisions that focus on freedom and commerce, the more you will be led to governments like the Merchant Republic and Democracy. The more you make decisions that focus on central state control, the more you will be led to Monarchy and then to Communism. Decisions that favor traditionalism and nationalism will lead you to Theocracy and then to Fascism.
When adopting a government, you will be able to fill it with some policy cards that you obtained based on the decisions of the civics. For example, you can only have a market economy if you made number enough of decisions that favor the market. And some of these politicy cards depend on your scientific progress. Market economics cannot be adopted until you research Capitalism, which will now be in the scientific tree.