As promised, my more detailed Political System take. Please note that ideologies are handled in their own separate system (see the Creed thread) and that the Civics are meant to be combined to represent specific government forms. Ref
Civics and Governments: the political model
This is the second part of my design thinking on a potential civ games. It is meant to be read in conjunction with my Creeds, Religions and Ideologies thread, as the two approaches are meant to be part of the same game, and to interact. After all, it would not be much of an ideological (or, for that matter, religious) system if it didn’t have an impact on how you run your civilization. It is largely inspired by the Civ IV political model.
1.Government and Spheres. The government of a civilization consists of a number of spheres such as Economy, Labor, Society, Politics, Law, Administration (this is not a final list but examples of what the spheres could be) representing. Each of those spheres offer a number of options (Civics) for the civilization to chose from. All of those spheres should exist from the game start, though not all options would be available then. As a general rule, each
2.Civics. The basic unit of the political system is the civic: a policy or aspect of your society or government that Each civic belong to a given sphere, and a civilization can only chose one Civic from each sphere at any given time. At game start, only one default Sphere is available ; further sphere become available to research. While there should be general pressure to adopt later civics as the game evolve, every civic should have a situation where it is the right gameplay choice.
3. Default Civics and Nomadic Play. The default game civics should grant bonuses to civilization that do not yet own their first city (or when founding their first city after the first few turns of the game). This serves both to enable a limited form of the much-requested “Neolithic” gameplay, and help alleviate bad start by making it easier for players to relocate away from a bad starting location, while at the same time ensuring that the Default civics are both beneficial in the right situation yet not something you want to keep as the game progresses.
4. Early Civics, Exploration and Expansion. The Early-game civics should be geared toward helping grow and develop early cities and empires, and guide that growth in a specific direction. Bonuses that enable population growth, settlement and improvement constructions should be common. About half the total civics in every sphere (minus the default one) should be early (that is, available before the middle of the Medieval era) ; this could be two civics but three strikes me as the better number (if only because BuchiTaton sold me on to his Agrarian-Pastoral-Maritime early economic civics model!)
5. Late Civics, Consolidation and Exploitation. Later-game civics should instead be geared toward getting the most out of an established empire and turning the growth of the early game toward achieving victory. The benefits should be limited with a less developed empire, but become increasingly powerful the more spread out or developed your empire is. The number of later civics should be about equal to the number of earlier ones.
6. Creeds (Ideologies, Religions) and Civics. While ideologies are not civics, ideologies (part of the Creed system) do interact with Civics. Specifically, certain Religion or Ideology beliefs may require you to adopt certain civics, or not adopt certain civics. If you fail to honor that belief, you acquire the Heretic status.
7. Heresy and Schisms. Being a heretic means that, as far as your citizens and neighbors are concerned, you no longer are a member of your ideology or religion. They will act as if you were a believer in a different ideology or religion, and neighbors may wage wars on you, and cities revolt against you and declare independence or join rival empires. You can end the heretic status either by fixing your civics, or by initiating a schism in your ideology or religion (in which case you will really be part of a different religion). In the later case, the beliefs of your new ideology or religion of course will no longer prohibit the chosen civics.
8. Fervor. Fervor is a new yield, representing people’s enthusiasm and dedication to your culture, religion and ideology. It functions largely like Faith in that it is generated, accumulated, and can be spent to pay for effects, including changing Civics, but it has elements of older Civ games’ version of culture as well as Civ VI’s loyalty: a city with higher fervor output per turn cause citizens in nearby cities with lower fervor input to slowly convert to the first city’s religion or ideology, which may lead that city to revolt and become a free city or join a different empire.
9. Civics Cost. Each Civic has a certain adoption cost. The total cost in Fervor of changing civics is determined by the total cost of the civic you are changing to and the one you are changing from, modified by factors like empire size, golden age, dark age, and how many other civic changes you have made recently.
10. Anarchy and Civic Changes. Anarchy is not guaranteed when changing civics ; rather, it is a chance that increase the more costly your civic changes are (largely depending on a ratio of how much fervor you are generating per turn vs how much fervor you are paying to change your civic). The only situations where Anarchy is guaranteed is if you have changed civics already in the last ten turns (in which case the Anarchy will last at least one turn, plus a number of additional turns equal to 5 – the number of turns since you last changed civics), or when changing civic to a civic that is against your ideology.
11. No More Civic Research. This should be self-evident given the changes to Fervor and the fact that Civics is now the name for a completely different thing, but there is no Civic tech tree to research. All research goes back to one Tech Tree, researched with one currency, although different Technologies may belong to different Fields and receive research bonuses from different sources.