Hey,sukritact
Inspired by and based on your work,I'm working on an event-decision-civic-policy structure that combines policy in civ5,civics in c4 and government and decisions in victoria 2 together.Here is my design:
Policies are redesigned as "Social Science" that unlock units,buildings and wonders as technologies,provide buffs as original policy and allow decisions to be made and civics to switch from.
There are two types of decisions:a "positive" decision can be activated by players at any time as long as the conditions are met;a "passive" decision is the "responses" to a related event,which means you cannot activated it until the event happens.Some decisions will simply provide a one-off reward,others will have a long-term impact.Many decisions will change your civics and you can deactivated them by switching to other civics or simply turn them off.
Civics,like it does in Civ4,are devided into different aspects:Government,Economy,Labor,Military,
Thought and so on.There can only be one civic in each aspect at a time and all civics have both advantages and disadvantages,and none of them can suit all situations.
Magistrate is renamed as "Reform Point".Most of the decisions will consume it to activate/deactivate.Players receive RP when they advance to a new era,adopt a policy or conduct a revolution(a special decision that causes temperate anarchy).
I have no problem in coding but I need some advices(eg.What decisions and civics exactly should be added in and what are their effect? ).As you have made such an excellent work I think you may have some great ideas.