I really hope FXS don’t just leave Governors as, and do expand the concept a little more.
Governors are hugely impactful early game, and really do open up lots of different strategies. But then they very quickly become almost irrelevant, particularly as past a certain point I have enough Gov tittles to have all the good Governors / Promotions (whereas early game you really have to spend hose titles wisely).
Having some unique Governors tied to Civs is a great way to add some variation, but that approach currently suffers from having only one Civ that has that Mechanic (although a few modded leaders also have this great effect). It also doesn’t make sense to have this Mechanic for every Civ either, it can only ever be a few otherwise it’s too unwieldy and won’t be unique for certain Civs, so ultimately this approach can only provide some much additional interest.
Really, the biggest limitation of the Governors system is that you basically have the same seven governors for every Civ, every game, from turn 1. The game really needs some way to expand the roster as the game progresses, otherwise Governors will always be sort of redundant for anything other than the early game.
Governments have a slightly different problem. Like Governors, I think Governments also become a bit redundant past the early game. Unlike Governors, this is not because more options don’t open up as the game progresses - fundamentally, you do keep unlocking new and better Governments all the way through the game. Instead, the problem is that the later tier Governments just aren’t appreciably different to the early Governments, so it feels very much just “more of the same”.
FXS have made an effort to make T3 and T4 Govs feel more distinct from earlier governments by giving each of them unique policy cards and going a bit more out there with T4 abilities and card distributions. But, to my mind, they just haven’t really gone far enough. The need to unlock something more, eg as I’ve suggested before, perhaps unique governors, wonders, units and or buildings.
I’m not a huge fan of having a card that just solves the resource problems, even if it does have a great cost. It just undermines any tension from Resources, because you can just buy your way out of jail and there is no way for anyone to disrupt your resources.
That said, I do think having some more centralised source for some resources would be good, just so you don’t have to buy / sell from each Civ individually. Really, it’s kind of just a UI function that’s needed - some way to say I want xx oil, and you get offers from all the Civs at once, and then you buy from whoever you think has the best deal.
I’d also like to see the ability to buy resources from City States without being Suzerain. Sort of like a Levy option for resources, you click a button on the City State Screen, and you pay x gold as a lump sum to get y resource per turn for 20 turns. You wouldn’t need Suzerain, but would need at least three envoys, not be at war, and maybe not be denounced by the City States Suzerain (and the CS would have to have the relevant resource too).
Alternatively, perhaps you can generate resources through trade routes provided the destination has the resource and the origin city has a certain district / building, eg Commercial Hub + Stock Exchange (maybe rename Stock Exchange to Commodities Exchange). You’d then at least need to make infrastructure investments, and you’d be vulnerable to your trade routes being disrupted.