Social policy change restriction

Does seem like you can be switching policies an awful lot in a game to micromanage.

I think a system that would work great would be where each card has 2 bonuses, but the catch is that the second bonus only comes into play once you've had the card active for, say, 10 turns. Then you might have the decision - sure, you may need another builder yet, but if you swap it out, you lose the extra bonus for it when you do want it soon.

Either that, or what they should really do is make each card "one-time use", or have limited recycling of cards. Once you swap it in, if you swap it out, you lose being able to use it again for the rest of the game.
 
Or you know just trust them that they know what they're doing instead of over-complicating systems in a game we haven't played yet.
 
Actually, you keep the legacy bonus (because it is part of your hostoric legacy)
So if you were an oligarchy in the classical/mideval era, you will have thhe wonder bonus for the rest of the game), but it will be larger the longer you were in that government.

That's how I understand it. Here is an Autocracy government with a legacy bonus for the civ's brief time as Classical Republic: http://imgur.com/a/sZhmB
 
Yes, Ed mentioned in the livestream that legacy bonuses accrue from your time spent in a certain government and are carried over the course of the game.

Which is what real governments in real nations do in real life. ;)

I'm not sure if this is sarcasm or not but this is actually true. Considering the least amount of possible time that a civ6 policy change will occur naturally through discovering a new civic will probably about 5-10 years since minimum turn-to-year ratios are a year in the absolute lategame. Then it's entirely reasonable to represent policy shifts in that timeframe. The United States can see changes in it's policies in as little as 4 years.

On average though, the 5-10 turns it takes to learn a new civic will represent decades in civ6, if not longer. So really, this system is fine - it's working as intended - and I for one love it. Let the min-maxing begin. :thumbsup:
 
Not sure if this has been mentioned, but in the live stream they mentioned that you receive an anarchy-like penalty for moving back to a government you previously had, However, there is no penalty for swapping out your cards.

I really enjoyed the historical flavor we saw in the live stream...they finished researching a civic and were faced with the choice of switching from Classical Republic to Autocracy to stop the barbarian horde descending on Rio de Janiero, Classical Republic was the choice for their long-term game but they needed the additional military slots afforded by Autocracy to fend off the barbarians. Very Roman-esque. :king:
 
I think you'll mostly swap policies in sets, and set up a period where you work towards a certain goal.

Say I play a military game. First I'll pick a set of policies that give me bonuses to the production of units and encampments. Then when I have build an army, I switch to a set of policies that give benefits to my units and go to war. And when the war is over, I switch to a set of policies that help me consolidate my gains.
 
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