No-one is asking for all the possible solutions - it is just that your suggestions are completely separate from anything approaching the game we're ostensibly discussing, and you seem unwilling to provide any suggestion for how these could possibly be translated into game mechanics that fit into the 4x genre. If it's of fundamental importance that the game accurately model the economic, political, and dynastic elements of society that impacted the Holy Roman Empire after the death of Charlemagne (though I think it's contentious as to whether one should include the Carolingian empire in the Holy Roman Empire) in Civilization 7, could you provide a direction in which these game mechanics should work? If we make mechanics very specific to the Carolingian Empire, not only would we need an incredible amount of mechanics to represent all periods of history across ~6,000 years in all corners of the world, but we'd dictate that the game has to progress exactly how history did, which is obviously not of interest to people playing a game like Civ. So we need somewhat general mechanics that can apply to similar situations - what sort of mechanics may they be?I do not have all the solutions the various factions could. Ask for various policies and grant support to the sovereign. Or to the form of government of course there are miles of factors to change things citizenship, the form of government, the economy, politics, the state, war or peace, the people the electoral system, things that change over the centuries, can not only be politics card
EDIT: Almost immediately after posting that I realised that it likely comes off as quite confrontational, which wasn't the intent. I think there is a lot of interesting space for game mechanics designed to reflect the role played by internal politics in Civ, which has traditionally been thoroughly neglected in the series - and is the area that you seem most interested in engaging with discussion of the Civ mechanics. I do think it is an area that is tricky to design mechanics for, however, as it is easy to both get historically deterministic, which undermines the purpose of the series as a video game first and foremost, and for the mechanics to balloon in complexity without providing sufficiently interesting gameplay to justify it. I think this is especially true of the Civ series, which has traditionally been focused on relatively simple gameplay mechanics and the relatively simplistic representations of history generated, and it would be unfair to fans of the series to change that at this point. Games like Victoria 3 exist for those of us who are enjoy a great level of detail in the economic and political realities of the history being depicted
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