I would like to see governments be more unique and more impactful on gameplay. Civ6 does do a decent job with the government bonuses and the different policy card slots to make governments different. But I would like to go even further. I think the gameplay differences should be deeper.
I would propose something like this. Instead of getting to change policy cards for free when you get a new civic, you would get to change civics differently based on the government types. Also, keeping your population happy and avoiding revolutions could be done differently.
- Democracies: you could only change policy cards every 6 turns (representing elections). Policy cards would have a popularity rating. Changing cards that are popular would cause a loss in civ happiness and possible riots. Increasing amenities, housing, not being at war, choosing popular cards, would increase your civ happiness. The opposite would lower civ happiness.
- Monarchy: You can only change policy cards every 10-20 turns (when you get the "coronation" event). There would be a chance of getting the "no heir" event and triggering a succession war. A random city would rebel. You could let the city form a separate kingdom for fight to take it back by force.
- Despotism: you can change policy cards anytime you want (you have absolute power). But military units can revolt (military coup) if your civ happiness drops too low. Civ happiness is based on keeping the military happy. So wounded units lower civ happiness. Losing units or losing battles lower civ happiness. Building military districts, winning battles, declaring war, choosing military policy cards would raise your civ happiness.
Anyway, these ideas could be balanced better. I am just brainstorming. But hopefully, you get the idea. I think this would make the gameplay for governments more interesting and more immersive.