sonicandfffan
Warlord
I did a lot of these topics for Civ5, with the format inspired by kaspergm. There are a lot more variable options in Civ6 in my opinion and I find this makes it a harder game to get into. These topics were a good insight for me into what works well and what is harder to make work, as such I thought I'd bring them back.
I'll try to keep a few topics up at a time, but I thought I'd start with one of the easier decisions in the game - Governments
I'd ask you to put your vote before the name of each government, like this:
5 - Chiefdom [1 military, 1 economic, 0 diplomatic, 0 wildcard] - No bonus - No legacy bonus
The voting range runs from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:
10 = Pretty much required
9 = Better than extremely good
8 = Extremely good
7 = Good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Extremely Poor
1 = Worse than useless
0 = Never use ever.
When voting, take into account both the distribution of policy slots of the government (note every government in an era has the same number of overall slots), its location on the tree and the power of its bonus. From what I understand, legacy bonuses are no longer in effect in Rise and Fall, instead you get a wildcard policy which mimics the effect of the government.
Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that governments useful for a cultural victory might not be as useful for a domination victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of governments:
Classical
_ - Autocracy : [2 military, 1 economic, 0 diplomatic, 0 wildcard]: +1 to all yields for each palace/government building, 10% bonus to wonder production
_ - Classical Republic: [0 military, 2 economic, 1 diplomatic, 1 wildcard]: All cities with a district get +1 house and +1 amenity, +15% great people points
_ - Oligarchy: [1 military, 1 economic, 1 diplomatic, 1 wildcard]: All melee units gain +4 strength, 20% bonus experience for units
Medieval
_ - Merchant Republic: [1 military, 2 economic, 1 diplomatic, 2 wildcard]: +10% gold in all cities with an established governor, +15% production towards districts
_ - Monarchy: [3 military, 1 economic, 1 diplomatic, 1 wildcard]: +1 housing per level of walls, +50% influence points
_ - Theocracy: [2 military, 2 economic, 1 diplomatic, 1 wildcard]: +5 strength for religious units in religious combat, +0.5 faith per citizen for cities with governors, 15% discount on faith purchases
Modern
_ - Communism: [3 military, 3 economic, 1 diplomatic, 1 wildcard]: +0.4 production per citizen for cities with governors, +10% production
_ - Democracy: [1 military, 3 economic, 2 diplomatic, 2 wildcard]: +2 production, +1 housing per district, 25% discount on gold purchases
_ - Fascism: [4 military, 1 economic, 1 diplomatic, 2 wildcard]: All units +4 combat strength, war weariness reduced by 15%, +20% production towards units
I'll try to keep a few topics up at a time, but I thought I'd start with one of the easier decisions in the game - Governments
I'd ask you to put your vote before the name of each government, like this:
5 - Chiefdom [1 military, 1 economic, 0 diplomatic, 0 wildcard] - No bonus - No legacy bonus
The voting range runs from 0 to 10 where 5 is average. Give votes between 0 and 10, where 0 is worst and 10 is best, like this:
10 = Pretty much required
9 = Better than extremely good
8 = Extremely good
7 = Good
6 = Above par
5 = Average
4 = Below par
3 = Poor
2 = Extremely Poor
1 = Worse than useless
0 = Never use ever.
When voting, take into account both the distribution of policy slots of the government (note every government in an era has the same number of overall slots), its location on the tree and the power of its bonus. From what I understand, legacy bonuses are no longer in effect in Rise and Fall, instead you get a wildcard policy which mimics the effect of the government.
Also of course, how well it suites your playing style or personal likes or dislikes also should influence your vote. Also keep in mind that governments useful for a cultural victory might not be as useful for a domination victory. How you weight the different things is subjective obviously. I'll try to make some statistics when people have put in some votes to see how things distribute. Here are the list of governments:
Classical
_ - Autocracy : [2 military, 1 economic, 0 diplomatic, 0 wildcard]: +1 to all yields for each palace/government building, 10% bonus to wonder production
_ - Classical Republic: [0 military, 2 economic, 1 diplomatic, 1 wildcard]: All cities with a district get +1 house and +1 amenity, +15% great people points
_ - Oligarchy: [1 military, 1 economic, 1 diplomatic, 1 wildcard]: All melee units gain +4 strength, 20% bonus experience for units
Medieval
_ - Merchant Republic: [1 military, 2 economic, 1 diplomatic, 2 wildcard]: +10% gold in all cities with an established governor, +15% production towards districts
_ - Monarchy: [3 military, 1 economic, 1 diplomatic, 1 wildcard]: +1 housing per level of walls, +50% influence points
_ - Theocracy: [2 military, 2 economic, 1 diplomatic, 1 wildcard]: +5 strength for religious units in religious combat, +0.5 faith per citizen for cities with governors, 15% discount on faith purchases
Modern
_ - Communism: [3 military, 3 economic, 1 diplomatic, 1 wildcard]: +0.4 production per citizen for cities with governors, +10% production
_ - Democracy: [1 military, 3 economic, 2 diplomatic, 2 wildcard]: +2 production, +1 housing per district, 25% discount on gold purchases
_ - Fascism: [4 military, 1 economic, 1 diplomatic, 2 wildcard]: All units +4 combat strength, war weariness reduced by 15%, +20% production towards units