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Tier 2 governments

Discussion in 'Civ6 - General Discussions' started by Myomoto, Aug 3, 2020.

  1. Sostratus

    Sostratus Deity

    Jul 31, 2017
    Minnesota, USA
    I almost always go Merchant Republic. The 2 wildcards are almost too strong. Taking monarchy means I am giving up something critical - either I can’t use a legacy card, I have to forgo a district adjacency boost, or an expansion card like settlers/workers. I only need red slots to build up a military from scratch; its more the fault of red cards than red slots though.

    I did make myself a small mod to rebalance some of the slots on tier 2 and 3 governments, and with that on I actually think about it more.
  2. UWHabs

    UWHabs Deity

    Oct 10, 2008
    Yeah, this 100%. Monarchy comes early, and while military cards are worse than others, around that time you are often upgrading units or going on offense somewhere, so it can be very useful to have those card slots. Or even if you're not going on offense, it can be a useful time to start building a few units to move towards upgrading them later. Plus, unlocking the government plaza building earlier is nice, a lot of the time I need that done so that by the time I get to theocracy for the faith discount, I can now buy units with faith. I don't really like any of the T2 legacy cards, so I don't really care about which one gets locked in.

    Otherwise, I would say that I do split between Theocracy and Merchant Republic. MR has better policy cards, but there's always something I'm doing with faith (be it units, great people, or civilians with a golden age) that the bonus there is very strong. More often than not I probably end up in theocracy, but I will skip it some games.
  3. Myomoto

    Myomoto Prince

    Oct 13, 2013
    How would you change Monarchy to be more a 'true' tier 2 government? I think highest on my wishlist is to swap a red card to a wildcard. The exclusive cards for wildcards are after all mainly for great people, and monarchs are quite famous for being patrons of scientists, artists, engineers, etc, so I feel it fits (as well as a government with a more or less absolute ruler being highly flexible and efficient).

    Likewise, I would maybe change the housing from walls to a bonus to great people points, but maybe restrict it to cities with 10 population or more. Something like: Districts in cities with 10 population or more provide +1 great person point of their type (too strong?).
  4. Archon_Wing

    Archon_Wing Vote for me or die

    Apr 3, 2005
    I go for Theocracy whenever possible, if I have any kind of faith generation. Otherwise, Merchant Republic. Monarchy I may switch to if I need the military slots for a few turns.
  5. CoconutTank

    CoconutTank Unapologetic Warmonger Supporter

    Oct 23, 2014
    Macro Land
    With T1 govts, switching between them is more viable due to them being available at the same time. The price to switch govts is kind of pricey, but additionally for T2 govts, the problem is getting the govts in the first place. This is less of a problem for Monarchy <-> Theocracy, given how close they are, but Reformed Church is still a leaf civic. Merchant Republic is pretty far from the other 2 T2 govts, and trying to get either Theocracy or Merchant Republic delays one from getting T3 govts, which imo are much more important. Trying to get both would be a really big delay.
    Pietato and cylenalag like this.
  6. Zaarin

    Zaarin Chief Medical Officer, DS9

    May 14, 2016
    Terok Nor
    I wasn't aware there were tier 2 governments other than Merchant Republic. :mischief: More seriously, I'll take Theocracy if for some reason I get to it first (or I'm playing a civ like Ethiopia that benefits from the boost in Faith generation), but 99 times out of 100 I'm bee-lining for Exploration.
    Sostratus likes this.
  7. hhhhhh

    hhhhhh Prince

    Jul 18, 2020
    I'm among those who "overvalue" culture so culture is usually abundant and the extra cost of the two civics isn't really a burden. (They cost 340 + 440 culture, or 468 if you get Eureka for both, you can even make them only cost 405 culture if eureka is obtained early, or even 337.6 culture if you save Divine Right to unlock in Renaissance era.) The amount of faith you saved from theocracy (buy builders, settlers) is huge and cannot be ignored. And the nimbleness you obtain from changing policy twice on the turn you change government is also huge. Totally worth it. (When a builder costs 210 production, monumentality faith purchase in a Theocracy government is only 230 faith.)
  8. Republic of San Montuoso

    Republic of San Montuoso Prince

    Dec 1, 2017
    Am I the only one playing for fun and thus choosing their government pretty much purely for roleplay reasons?

    I mean, I know that from a purely minmax POV, if you want to go diplomacy, merchant republic is probably the best, but when I'm playing with a city-State whore civ (like Matthias, Pericles or Tamar) I always go Monarchy because bonuses to envoy points (Monarchy is just the government for Tamar: bonuses to walls and city-States, it's just her thing).

    Basically, my picks for governments are:
    • If I'm playing diplomat or warmonger, Monarchy;
    • If I'm heavy on culture or my religion is an important part of my RP personality, Theocracy;
    • If I'm going gold or isolationnist/production, I usually go for Merchant Republic.
    I know there is strategy, but for me it would feel wrong to play Matthias and not sticking to Monarchy.
    Pietato likes this.

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