Government (Civ2)

The government a player chooses in Civilization II has wide-ranging effects on a player's play style. It determines the maximum tax rate a player can set, the amount of corruption a city experiences, the number of units each city can support, the happiness of citizens, and the amount of trade a city produces.
Should a city remain in for several consecutive turns, or if a player in a Democracy or Republic declares war without the consent of the senate, a government can collapse into anarchy. Players may also manually trigger a revolution to change a government. The length of a revolution is determined by Oedo year calculations.
== Strategy ==
Players typically begin the game with and often transition to for its greater productivity fairly early. and permit enforced and large, aggressive militaries. s and permit greater prosperity and technological progress but require greater amounts of to avoid and often resist aggressive policies.
Periods of Anarchy can be minimized by building the Statue of Liberty which reduces Anarchy periods to only a year, or changing governments upon the discovery of an advance named after a government.
== List of governments ==
Government 	Corruption and Waste	Maximum	Unit Support of home city (per turn)	We Love the King Bonus 	Notes
Anarchy 	Very High 	60% 	Units (beyond city size): 1shield
Settlers: 1	None 	
* The government that occurs after a revolution. Usually only lasts a few turns
* No Taxes collected, No Research conducted.
* Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
* Each square that normally produces more than two , shields, or arrows produces one less
Despotism 	High 	60% 	Units (beyond city size): 1shield
Settlers: 1	Celebrating cities run like a Monarchy. 	
* Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
* Each square that normally produces more than two , shields, or arrows produces one less
Monarchy 	Moderate 	70% 	Units (Beyond 3 units): 1shield
Settlers: 1	Celebrating cities run like a Republic. 	
* Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
Republic 	Low 	80% 	Units (All): 1shield
Settlers: 2 	Celebrating cities increase in population by one each turn so long as food is available.	
* Every space that is already producing trade produces 1 extra trade arrow
* Each unit beyond the first unit that is not in a friendly city (or in a ) within three squares of a friendly city) causes one citizen in its home city to become unhappy.
* Senate may force a peaceful solution in a conflict.
* Government may collapse if the leader decides to declare war without the consent of the Senate
Communism 	None 	80% 	Units (Beyond 3 units): 1shield
Settlers: 2	Celebrating cities run like Republic. 	
* All units produced under Communist governments are Veterans.
* Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizen content.
Fundamentalism	None 	80% 	Units (Beyond 10 units): 1shield
Settlers: 2	Celebrating cities run like a Republic. 	
* Citizens are never unhappy
* Buildings which produce happiness will instead produce gold,
* The fanatic unit will become available
* 50% less science
Democracy 	None 	100% 	Units (All): 1shield
Settlers: 2 	Celebrating cities increase in population by one each turn so long as food is available.	
* Every space that is already producing trade produces 1 extra trade arrow
* Each unit not in a friendly city (or in a ) within three squares of a friendly city) causes two citizens in its home city to become unhappy.
* Senate may force a peaceful solution in a conflict.
* The units and cities of a Democracy are immune to bribery in any form.
* Government may collapse due to scandals and cities being in repeated disorder/
* s make one citizen happy.
== See also ==
* Government in other games
Category:Game concepts (Civ2)
 
Category:Governments