What Are Your Thoughts on the Government System?

What Are Your Thoughts on the Government System?

  • A Pretty Solid System Overall

    Votes: 10 12.8%
  • A Suitable Placeholder for the Base Game with Room for DLC Additions

    Votes: 26 33.3%
  • Should be Replaced from the Ground Up by a New System as a Part of the Base Game

    Votes: 8 10.3%
  • Core Idea is Good but Could Recieve Some Base Game Patches Later

    Votes: 7 9.0%
  • Lackluster, but Hopefull for a DLC that Revamps it

    Votes: 27 34.6%

  • Total voters
    78

sTAPler27

Prince
Joined
Mar 18, 2018
Messages
429
I wanted to gauge the general feel for the government mechanic in Civ 7 because its definitely a departure from 6's which emphasized Policy Cards and some gameplay bonuses over Celebration Choices
 
Civ 5 even didn't have any "Government" actually (it had only Civic/Ideology trees to represent it), but the game was solid and enjoyable. Celebration based Government system looks nice enough for now.
 
Civ 5 even didn't have any "Government" actually (it had only Civic/Ideology trees to represent it), but the game was solid and enjoyable. Celebration based Government system looks nice enough for now.
It's kind of funny because 6's system resembles 4's (with moving in and out different policies) while 7's mimics 5's a bit more (with you making big choices you're stuck with)
 
I for one loved WeLovedTheKingDay, the more mechanics setting the three eras apart, the merrier

Another thing I would them to add is an overhaul of coastal defense, so that it becomes a nightmare to defend your coastal cities if you settle your towns and cities on a too straight coastline, forcing players to settle a city either at a bay, next to a river's mouth, at a jagged coastline or a little more inland
 
I like the interesting things they've done with celebrations, but overall the whole system feels very hollow and just not reflective of what a government is. I know civ is never really going to model internal politics, but when everything is reduced to a bonus very loosely attached to a historically-flavored term, it's hard to maintain immersion.
 
Yeah I certainly feel it can be improved in future dlc. I'm an old school civ players, so I like more substantial government identity and effects. I liked that Civ 6's system resembled Civ 4's. Civ 4 had it best (other than perhaps SMAC), and I don't think it will be surpassed any time soon.
 
Seems about right considering the large number of ways you can get bonuses. I'm a little surprised governments don't effect the diplomatic options, unless i'm missing something.

There are policy slots in 7 like there were in 6, but they are not tied to governments.
 
Government needs to have a constant passive ability. Not only does it feel weird for your government to only matter during a celebration, but it limits strategy and simply isn’t historical.
Even something minor like republic giving a small happiness boost or autocracy giving a small boost to military power or force projection.
 
Seems about right considering the large number of ways you can get bonuses. I'm a little surprised governments don't effect the diplomatic options, unless i'm missing something.

There are policy slots in 7 like there were in 6, but they are not tied to governments.
I think the ideology system does but i'm not sure how much the two system interact
 
I would like to see a government system that gives you access to entirely different mechanics - changing what sorts of gameplay options are available to you
Fascism could let you draft Units at will from yourPopulation. Communism could let you requistion stuff for a Happiness Penalty. Democracy (I really wish they'd change this name to like Liberalism or something) could hold referendums for a Happiness boost but its effects are random and could potentially be negative.
 
Fascism could let you draft Units at will from yourPopulation. Communism could let you requistion stuff for a Happiness Penalty. Democracy (I really wish they'd change this name to like Liberalism or something) could hold referendums for a Happiness boost but its effects are random and could potentially be negative.
Well those are the Ideologies… and I think that is part of why the governments are so simple is so that they are separate and combinable with the ideologies.
 
Well those are the Ideologies… and I think that is part of why the governments are so simple is so that they are separate and combinable with the ideologies.
Well governments should still have their own bonuses that have functions for more than 10% of any given time. It shouldn't take up until the very last age for there to be meaningful differences in political systems.
 
Random example of introducing a different mechanic:

Classical Republic - enables factions that you have to manage in your cities (with pros and cons)

Edited: removed an idea that doesn’t fundamentally introduce a new mechanic
 
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Random example of introducing a different mechanics:

Classical Republic - enables factions that you have to manage in your cities (with pros and cons)
This level of complexity would be great but it depends on government was one of the things the devs wanted to streamline. It all depends on what the two big DLCs will focus on because this change to governments would be a core pillar to any DLC like the revamped diplomacy system to Rise and Fall.
 
I think its a strong idea -- ie having an interesting decision choice that can change your game that you can repeatedly trogger with a resource -- but feels a little weird as a 'government'. It's not really thematic, unlike the govs in Civ 6.

On the other hand, the gov buffs in Civ 6 are extremely situational and I sometimes just forgot about them, so this feels like an improvement on that
 
Yeah governments need some bonuses or different mechanics that are active all the time. With the current implementation if you go for a low happiness strategy the government will almost be irrelevant.
 
I like the basic premise that the effects of your government are tied to happiness but would like to see them expand on this idea. For example, I think each government should have a different way to increase / decrease happiness, and I think the effects of unhappiness should differ depending on your government as well.

Then we have policy cards, of course. I don't mind them in theory, they offer a lot of flexibility to govern as you wish, but I really think they could do with a couple of tweaks; some proper theming would be nice for a start, and I think each government should have a 1 or 2 unique policy cards.
 
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