Civ 6 What If: Moving a Governor to a New City Cost Gold and Took Multiple Turns?

The Governor system in Civilization 6 offers a deep layer of strategic city management, allowing players to specialize their cities and react to emerging needs. But what if the existing mechanic was fundamentally altered? Currently, reassigning a Governor to a new city is a fire-and-forget decision with a fixed turn timer. This guide explores a fascinating hypothetical scenario that has been a topic of discussion across player communities: What if moving a Governor incurred a significant Gold cost and the travel time scaled with distance? This seemingly small change would ripple through every phase of the game, demanding a radical rethinking of Governor strategy.

The New Calculus of Governor Deployment

In the standard game, moving a Governor is a strategic choice, but one with limited immediate cost. A player simply clicks a new city, and after a set number of turns—typically five, or three for Victor—the Governor is established. This allows for a relatively high degree of flexibility. A city suddenly losing loyalty? Move Amani. Need to rush-build a wonder? Swap in Magnus.

Now, introduce a Gold cost and variable travel time. The decision is no longer simple. According to analysis on forums, this would transform Governor assignment from a reactive tactic into a long-term strategic investment.

Early Game: The High Cost of Establishment

In the early game, Gold is a scarce and precious resource. Every coin is vital for purchasing tiles, upgrading units, or securing a key city-state delegation. In this environment, a Gold cost for moving a Governor would be a monumental decision.

  • Initial Placement is Critical: The first Governor title would become an even more crucial choice. Players would need to decide not just who to appoint, but where they will provide the most long-term value. Moving them would be a luxury few could afford.
  • The Rise of the Generalist: Many professional gamers suggest that Governors with broadly applicable benefits, like Pingala for his Science and Culture boosts, would become even more dominant. A player would likely place him in their capital or a city with high potential and leave him there for a significant portion of the game.
  • Amani’s Diminished Role: Amani, the Diplomat, is often used as a rapid-response tool for loyalty issues or to quickly become the suzerain of a critical city-state. With a high Gold cost and travel time, her effectiveness would be severely curtailed. Players would need to anticipate loyalty problems far in advance, making her a less flexible and more specialized choice.

Mid Game: A Strategic Drain on the Treasury

As empires expand and Gold income increases, the cost of moving a Governor might seem less prohibitive. However, the mid-game is also when Gold is in high demand for army maintenance, building upgrades, and diplomatic deals.

A popular strategy is to use Governors to shore up newly conquered cities. With a Gold and time cost, this would become a far more calculated risk.

  • The Cost of Conquest: Conquering a city is already a drain on resources. Adding a hefty Gold fee to install a Governor like Victor to quell loyalty and provide defensive strength would force players to weigh the cost of occupation more carefully. A player might have to choose between reinforcing their army or stabilizing a new city.
  • Scaling Costs and Travel Time: To make this hypothetical truly impactful, the Gold cost and travel time would need to scale. Moving a Governor to a neighboring city might cost a few hundred Gold and take 5-7 turns. Moving them across a continent could cost a thousand Gold and take 15-20 turns. This would make cross-empire Governor deployment a massive undertaking.
  • Example Scenario: Imagine you are playing as Rome and have just conquered a city from the Aztecs on a separate continent. The city is on the verge of rebellion. In the current game, you could immediately assign Amani and have her established in 5 turns. In our hypothetical scenario, this could cost 800 Gold and take 18 turns. During that time, you would need to garrison multiple units in the city to prevent it from flipping, costing you additional Gold per turn and tying up your military. The total cost of stabilizing that one city would be immense.

Redefining Governor Roles and Player Strategy

This change wouldn’t just make the game harder; it would fundamentally redefine the strategic value of each Governor and force players to adopt new, more deliberate playstyles.

H2: The Rise of “Static” vs. “Mobile” Governors

Player communities often categorize Governors by their intended use. This change would solidify those categories into “Static” Governors, who are meant to be planted in a single city for most of the game, and “Mobile” Governors, whose abilities might justify the high cost of relocation.

  • Static Powerhouses:
    • Pingala (The Educator): His science and culture yields are most effective in a highly populated city with many districts. The community consensus is that he is a “set it and forget it” Governor, and this change would reinforce that.
    • Reyna (The Financier): While her ability to acquire new tiles is useful in new cities, her true power lies in generating massive amounts of Gold in a fully developed commercial hub. Players would likely plant her in their economic powerhouse and never move her.
  • High-Cost Mobile Assets:
    • Magnus (The Steward): His ability to allow a city to produce settlers without losing population is a powerful early-game boost. A popular strategy is to move him between new cities to quickly expand. With a Gold cost, this strategy would become a significant investment. Players would need to calculate if the cost of moving Magnus is worth the benefit of an extra city.
    • Moksha (The Cardinal): His ability to purchase districts with Faith is incredibly powerful, especially for a religious civilization. A player might justify the high cost of moving him to a new city to instantly establish a powerful Holy Site and begin converting the surrounding area.

H2: The Impact on Loyalty and Empire Management

Loyalty is a constant pressure in Civilization 6, and Governors are the primary tool for managing it. A Gold and time cost for moving them would make loyalty management a far more proactive and challenging endeavor.

  • Anticipatory Governance: Players would no longer be able to react to loyalty problems. They would need to anticipate them. Analysis on forums shows that players would need to pay much closer attention to the factors that affect loyalty, such as amenities, population, and proximity to other civilizations.
  • The Value of Policy Cards: Policy cards that boost loyalty, such as Limitanei and Praetorium, would become far more valuable. Players would need to rely on these cards to maintain control of their empires, rather than simply relying on a last-minute Governor assignment.
  • A New Role for Spies: The “Neutralize Governor” spy mission would become devastating. Removing a key Governor like Victor from a border city for several turns could create an opening for a loyalty-flipping strategy. If the defending player then has to pay a large sum of Gold and wait many turns to re-establish him, the damage could be irreversible.

A More Deliberate and Strategic Civilization 6

Introducing a Gold and travel time cost for moving Governors would undoubtedly make Civilization 6 a more challenging game. However, it would also make it a more strategically deep and rewarding one. The player community has often discussed the desire for more meaningful long-term decisions, and this change would deliver that in spades.

This hypothetical scenario forces a shift from reactive problem-solving to proactive, long-term planning. Every Governor appointment would be a significant investment, and the decision to move one would be a calculated risk with potentially massive consequences. It would elevate the Governor system from a useful mechanic to a core pillar of grand strategy, demanding a level of foresight and resource management that would test even the most experienced players. The age of the “fire-and-forget” Governor would be over, replaced by an era of deliberate, calculated, and impactful governance.