I’ve played a few games. The Governments are an extra way to customize your Civ a bit. There’s a tax slider now that gets used. Commonwealths are absolutely useless for a couple reasons. For starters, better Governments give you more than enough planets you can control, so I’m never over my limit (aside from the very start of the game where I just temporarily deal with the approval hit) and have no need to split any off. Worse, they’re not vassals. It seems like they can ally other players, and other players can declare war on them while you sit on the sidelines and watch them get eaten (which of course they will, because they’re tiny). I was pretty intrigued (oops, no pun intended by that) by the idea, but they’re completely useless and the implementation is poor.
From my experience of around 10 hours with the expansion, you pay the asking price for the ability to choose a Government a few times in a game. That’s the only thing I noticed. I thought a Dev diary mentioned that colonizable planets were more rare, with planets requiring techs taking their place, but I haven’t noticed it at all. Colonizable vs tech locked seems to be at a 5:1 ratio.
Oh, I think they did change food this expansion? You can only build farms on specific tiles. I like it in concept, but it seems REALLY random the hand you’re dealt. Sometimes planets have a ton of arable land, other times barely any at all. There needs to be a way for a player to develop arable tiles once they have terraforming tech or something, even if it’s not as good as a natural farm tile. On the other hand, it’s kind of annoying to colonize a planet with arable tiles as a race that doesn’t need food. Why can’t I build factories or anything else on the tile just because it’s arable?
The new food system also doesn’t feel balanced. It can be severely limiting in most games, but meanwhile the silicon and synthetic races seem to crank population like they always have. I’m not sure if they tweaked them in this expansion, but it didn’t really feel like it.
Intrigue felt like a good patch, but not much of an expansion. Maybe if commonwealths were better implemented and more important I would feel differently, since it was a major feature of the expansion. Governments I pretty much just pick the one I like when I get a new tech and unlock them. They’re usually a pretty obvious choice, you pick the one that aligns with the victory you’re going for. You can change governments, but only on a lengthy cooldown. I didn’t find much of a reason to do so, aside when a tech unlocked a new one. Still, a nice extra way to customize your play, even if they felt like an obvious choice most of the time.
I’m not an expert in the expansion or GalCiv3, that’s just my impressions over 10 hours with Intrigue.
Edit: I forgot about the crises… which isn’t surprising. They’re event chains that pop up a couple times a game. You’re presented with options on how to deal with the situation, each option with a % chance of success. Those options either align with Ideology, or things like Military option, Science option, etc. The area you’re focused on will likely be the one that you pick, as it’s the only one that has a decent chance of succeeding. If you fail, you get things like either minor penalties or things like your homeworld blowing up if you fail your dice roll in which case you restart your game because seriously? Come on.