Heinage
Khan
We may find out the answer shortly, but in the meantime, lets speculate about how they will implement governance in Civ VI.
So, how will they do it in Civ VI? personally, I found the social policy system a bit unrealistic and not engaging enough. I also didn't like how once you unlocked a policy, it would keep defining your civ for the rest of the game. It was more a system of progressive bonuses rather than something which actually felt like governance.
In Civ VI, it'd be nice to see if they could try implementing something that really makes you feel like you're governing the different aspects of your civ according to various styles, in which you have to make trade-offs again.
Just to be clear, I'm not saying "bring back civics". I hope they'll try something slightly new again. Perhaps they can achieve this by building on the ideologies of BNW in which you built your own policy tree structure. I just hope you can change it dynamically when needed.
Last random thought from me. It would be interesting to see whether different sorts of governance open up completely new mechanics that you otherwise wouldn't get.
e.g. You start of with absolute power, obviously, which lets you control everything but you're on your own. However, should you decide to move to a system of representation (councils, parliament etc.), you lose the ability to control absolutely everything (perhaps there are elections which then shape economic/social policy directions), but get other bonuses in return.
I'm thinking of a system that takes the best parts, IMO, of each of the previous civs and is something entirely new, and potentially more realistic too.
- Civ III had governments unlocked through tech, each with various perks and disadvantages.
- Civ IV had civics which let you dynamically customise throughout the game various aspects of governance best suited to your tactics/game-play style.
- Civ V had social policies which you progressively unlocked through spending culture, gradually defining the style of your civ.
So, how will they do it in Civ VI? personally, I found the social policy system a bit unrealistic and not engaging enough. I also didn't like how once you unlocked a policy, it would keep defining your civ for the rest of the game. It was more a system of progressive bonuses rather than something which actually felt like governance.
In Civ VI, it'd be nice to see if they could try implementing something that really makes you feel like you're governing the different aspects of your civ according to various styles, in which you have to make trade-offs again.
Just to be clear, I'm not saying "bring back civics". I hope they'll try something slightly new again. Perhaps they can achieve this by building on the ideologies of BNW in which you built your own policy tree structure. I just hope you can change it dynamically when needed.
Last random thought from me. It would be interesting to see whether different sorts of governance open up completely new mechanics that you otherwise wouldn't get.
e.g. You start of with absolute power, obviously, which lets you control everything but you're on your own. However, should you decide to move to a system of representation (councils, parliament etc.), you lose the ability to control absolutely everything (perhaps there are elections which then shape economic/social policy directions), but get other bonuses in return.
I'm thinking of a system that takes the best parts, IMO, of each of the previous civs and is something entirely new, and potentially more realistic too.