Augmented modpack: governments

Part of the  Augmented2 ruleset modpack
Augmented modpack - governments description
===Anarchy===
Anarchy is simply the absence of any recognizable government. Citizens are disorganized and unproductive, and will spend all income as quickly as possible, rather than paying taxes or conducting research.
* Buildings and technologies do not require any upkeep.
* Without Pyramids, each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
* Each city can support up to 2 units for free; further units each cost 1 shield per turn.
* Military units do not cause unhappiness even when deployed aggressively.
* Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
* You have no control over tax rates. Half of the trade income is simply lost to your economy (less if you have luxury-promoting buildings), and the remainder all goes to luxuries. Conventional corruption increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 30%. This increases with distance from the capital (half as fast with knowledge of Trade).
* Beside of base waste, shield and science outcome are additionally decreased.
Features:
* If you lose your capital, the base chance of civil war is 99%.
* You can have up to 10 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 10 additional cities another unhappy citizen will appear.
===Tribal===
Under a Tribal government, you are part ruler of your people. Your control over your citizens is maintained largely by spiritual counsel.
Compared to Despotism, a Tribal economy is more shield-oriented, without government centre. Its bonuses to veterancy can be an advantage in wartime, but it lacks the martial law of other early governments.
* Increases by half the chance of small land, infantry and light cavalry units getting the next veteran level after a battle.
* Without Pyramids, each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating or Tribe Hut exist. (Cities below size 3 will not celebrate.)
* With Pyramids, celebrating cities with Granary and size 3 or above are subject of Rapture Growth (this effect is cancelled by Monotheism)
* Each city gets 1 extra content citizen.
* Each city can support up to 2 units for free; further units each cost shields per turn (more than 6, also food).
* Unlike later governments, military units do not cause unhappiness even when deployed aggressively.
* Base corruption and waste is 30% (the highest under any government) (half of base corruption with knowledge of Trade).
* Tribe loyality make inciting revolt 2x more expensive than Despotism or Monarchy.
* Science and gold outcome is decreased.
Features:
* Each of your cities will avoid paying 6 Food upkeep for your units.
* If you lose your capital, the base chance of civil war is 90%.
* You can have up to 8 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 8 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 60%.
* If a city is in disorder for more than 3 turns in a row, government will fall into anarchy.
* Unhappiness from foreign citizens due to war with their home state is 75% the usual value.
===Despotism===
Under Despotism, you are the absolute ruler of your people. Your control over your citizens is maintained largely by martial law.
Compared to Tribalism, a Despotic economy is more trade-oriented.
* Your centers of government (cities with Palace and Ecclesiastical Palace) get a +75% bonus to gold production.
* Without Pyramids, each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
* With Pyramids, celebrating cities with Granary and size 3 or above are subject of Rapture Growth (this effect is cancelled by Monotheism)
* Each city can support up to 2 gold and 4 shield unit payments for free.
* Unlike later governments, military units do not cause unhappiness even when deployed aggressively.
* Military units impose martial law. Up to 3 military units inside a city will each force 1 unhappy citizen to become content.
* Base corruption is 20%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 10%. This increases with distance from the capital (half as fast with knowledge of Trade).
* Chariots gain Veteran level if built in city with Stable Barracks).
* Science outcome is decreased twice.
Requires knowledge of the technology Absolutism.
Requires you to own Palace.
Features:
* If you lose your capital, the base chance of civil war is 80%.
* You can have up to 12 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 10 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 90%.
===Monarchy===
Under Monarchy, a king or queen serves as a hereditary figurehead for your government.
Monarchy gives low unit upkeep costs.
* Your centers of government (cities with Palace and Ecclesiastical Palace) get a +50% bonus to gold production.
* Celebrating capital produce one extra food for every tile which is already producing food. (Capital below size 3 will not celebrate, celebration in other cities has no effects.)
* Each city can support up to 3 gold payments for units for free, and 5 shield payments (additional payment free for city size 8 and above)
* Each city tolerates up to 3 aggressively deployed military units; each further unit causes 1 unhappy citizen.
* Military units impose martial law. Up to 2 military units inside a city will each force 1 unhappy citizen to become content.
* Base corruption is 10%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 20%. This increases with distance from the capital (half as fast with knowledge of Trade).
* Pikemen and Arbalests gain additional veterancy level (recruits without Barracks, hardened with Barracks).
* Science and luxury outcome are decreased.
Requires knowledge of the technology Monarchy.
Requires you to own Palace.
Features:
* If you lose your capital, the base chance of civil war is 70%.
* You can have up to 15 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 15 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* New Pikemen units will have the rank of recruit.
* New Arbalest units will have the rank of recruit.
===Legalism===
Legalism is a political philosophy based on the idea, that a highly efficient and powerful government is the key to social order. Army of skilled officials is able to maintain even huge empire, but such highly bureaucratized state is affected by relatively high corruption.
* Celebrating cities with granary, temple and size 3 or above are subject of Rapture Growth (this effect is cancelled by Monotheism)
* Each city can support 1 gold and 5 shield unit payment for free.
* Each city tolerates a single aggressively deployed military unit; each further unit causes unhappy citizens.
* Military units impose limited martial law: 1 military unit inside a city will force 2 unhappy citizen to become content.
* Base corruption is 20%. This increases slowly with distance from the capital
* Base production waste is 30%, regardless of distance from capital.
* Halberdiers gain additional veterancy level (recruits without Barracks, hardened with Barracks).
* Science outcome is decreased.
Requires knowledge of the technology Legalism.
Requires you to own Forbidden City.
Features:
* If you lose your capital, the base chance of civil war is 80%.
* You can have up to 24 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 14 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 70%.
* If a city is in disorder for more than 3 turns in a row, government will fall into anarchy.
* New Halberdier units will have the rank of recruit.
===Communism===
A Communist government is based on the ideal that all people are equal. All goods are owned by the state, rather than by private citizens. Communism gives a balance between military and commercial styles of government.
Communism is a good government for maximizing shield production, and for large empires.
* Celebrating cities produce a further shield point for every worked tile (land or water) which is already producing shields. (Cities below size 3 will not celebrate). 5 Year Plan required.
* City improvements which would normally have an upkeep of 1 gold are free of upkeep (except of cities with Trade Union).
* Each city can support up to 3 shield and 8 gold/food unit payments for free; food payment is doubled.
* Each city tolerates up to 3 aggressively deployed military units (cities size 8 or above support more of them); each further unit causes 1 unhappy citizen.
* Military units impose martial law. Up to 3 military units inside a city will each force 2 unhappy citizens to become content (the maximum possible).
* Base corruption is 30%, but is not affected by distance to the capital.
* There is small 10% production waste.* Communism is relatively tolerant of cosmopolitan cities.
* Partisans gain additional veterancy level (recruits without Barracks, hardened with Barracks).
* If United Nation wonder was built by any player, inciting communistic cities is 4x more expensive.
* Gold outcome is decreased, luxury outcome is substantially supressed by 60% (except for cities with Trade Union improvement: 30%).
Requires knowledge of the technology Communism.
Features:
* Allows 5 Years Plan (with Factory and Culture 5200).
* You pay 2 times normal Food upkeep for your units.
* Each of your cities will avoid paying 8 Food upkeep for your units.
* If you lose your capital, the base chance of civil war is 50%.
* You can have up to 28 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 12 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 90%.
* New Partisan units will have the rank of recruit.
* Unhappiness from foreign citizens due to war with their home state is 70% the usual value.
===Fundamentalism===
Fundamentalism is a form of government organized around a central set of beliefs. The beliefs, usually religious in nature, form a rigid guideline for actions and reactions of both the rulers and the people.
In a fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.
If Sultan Palace is founded, improvements that normally convert unhappy citizens to content citizens, produce `tithes` (gold) equivalent to the number of people they would convert, and require no maintenance.
Fundamentalism is a good government for maximizing gold, and its Fanatics are useful in wartime, but it has a heavy penalty to technological progress.
* Base science production is half that of other governments. (A Fundamentalist city with a Library produces as much science as a city under another government does alone.)
* Each city can support up to 4 gold and 6 shield unit payments for free;
* Each city tolerates up to 2 aggressively deployed military units; each further unit causes 1 unhappy citizen.
* Base corruption is 15%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 15%. This increases with distance from the capital (half as fast with knowledge of Trade).
* Due to high loyality of indoctrinated warriors, inciting revolt is very expensive.
* Science outcome is decreased.
Requires knowledge of the technology Fundamentalism.
Requires you to own Palace.
Features:
* If you lose your capital, the base chance of civil war is 60%.
* You can have up to 14 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 10 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 40%.
* Pays no upkeep for Fanatics or Cog.
* Allows you to build Fanatics.
* Allows you to build Janissaries.
* Allows you to build Technical.
===First Republic===
Under a Ancient Republican government, citizens hold an election to select a members of Senate, who will govern them; since elected Senators must remain popular to remain in control, citizens are given a greater degree of freedom. Citizens under the First Republic become unhappy easily, but the self-sufficiency of your citizens allows high levels of trade.
* Celebrating cities with granary and size 3 or above are subject of Rapture Growth (this effect is cancelled by Monotheism)
* Each city can support 1 shield and 6 gold unit payment for free.
* Each city tolerates two aggressively deployed military units; each further unit causes 1 unhappy citizen.
* Military units impose limited martial law: 1 military unit inside a city will force 1 unhappy citizen to become content.
* Base corruption is 20%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 10%. This increases with distance from the capital (half as fast with knowledge of Trade).
* Legions or Swordsmen gain additional veterancy level (recruits without Barracks, hardened with Barracks).
* Inciting revolt is 2x more expensive than Despotism or Monarchy.
* Gold and luxury outcome is increased.
Requires knowledge of the technology First Republic.
Requires you to own Palace.
Features:
* You can have up to 16 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 14 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* A maximum of 1 unit in each city can enforce martial law.
* New Legion units will have the rank of recruit.
* New Swordsmen units will have the rank of recruit.
* If you lose your capital, the base chance of civil war is 50%.
===Direct Democracy===
Under Direct Democracy, citizens govern directly by voting on issues. Direct Democracy offers high boost of science, but also offers the most potential for unhappiness; citizens become very upset during wars. Limited possibility of tax rates change.
* Celebrating cities with granary and size 3 or above are subject of Rapture Growth (this effect is cancelled by Monotheism)
* Each city can support 4 gold and 5 shield unit payment for free; gold payment is doubled.
* Each city tolerates a single aggressively deployed military unit; each further unit causes 2 unhappy citizens.
* Base corruption is 10%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 20%. This increases with distance from the capital.
* Has a senate that may prevent declaration of war.* Direct Democracy is relatively tolerant of foreginers metics in cities.* Phalanx and Archers gain additional veterancy level (cumulative with Barracks).
* Inciting revolt is 3x more expensive than Despotism or Monarchy.
* Science outcome is increased.
Requires knowledge of the technology Direct Democracy.
Requires you to own Palace.
Features:
* You can have up to 20 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 16 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 50%.
* If a city is in disorder for more than 3 turns in a row, government will fall into anarchy.
* New Phalanx units will have the rank of recruit.
* New Archers units will have the rank of recruit.
* Unhappiness from foreign citizens due to war with their home state is 60% the usual value.
* If you lose your capital, the base chance of civil war is 40%.
===Thalassocracy===
Thalassocracy is a system of 'empire at sea', which gain power from naval and sea trade supremacy. This decentralised state of selfdom cities have moderate corruption and increased money income from sea, albeit decreased inland productivity. Due to long traditions of its maritime supremacy, all new warships have already deckhand level (veteran with Harbour).
* Each city gets extra 2 luxury points.
* Each city can support up to 1 gold and 4 shield unit payments for free;
* Martial law is limited to 1 unit.
* Each city tolerates up to 1 peacemaker unit outside of state boundaries; each further unit causes 3 unhappy citizens (2 with Hollywood).
* There is 10% base level of corruption, not affected by distance to the capital.
* Base production waste is 20%, and is not affected by distance to the capital.
* Production penalty is applied for inland tiles, except if Marco Polo embassy is on the same continent.
* Additional trade point from each Lake, Ocean or Deep Ocean tile for celebrating cities.
* City with the Lighthouse and Harbor harvest additional food from Deep Ocean tiles.
* Low chance of Civil War, however citizens are happy, when limited number of cities participate within this sea-trade federation.* Thalassocracy is very tolerant of mixed nationalities in your cities.
Requires knowledge of the technology Thalassocracy.
Features:
* Unhappiness from foreign citizens due to war with their home state is 40% the usual value.
* If you lose your capital, the base chance of civil war is 30%.
* You can have up to 14 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 8 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 70%.
* A maximum of 1 unit in each city can enforce martial law.
* Allows you to build Cog.
===Federation===
Federalism is a system in which the power to govern is shared between national and provincial governments. This decentralization minimizes the corruption and waste caused by distance to capital, and avoids separatist movements.
* Each city gets 2 extra luxury points.
* Cities which belong to the nation with Women Suffrage small wonder, produce one extra trade point for every tile which is already producing trade. (Cities below size 3 will not celebrate.)
* Each city can support up to 2 gold/shield unit payment for free; gold payment is doubled).
* Each city tolerates one aggressively deployed military unit; each further unit causes 1 unhappy citizen.
* There is no base level of corruption, but an increasing amount with distance from the capital (half as much as with most other governments). Knowledge of The Corporation eliminates this corruption.
* Base production waste is 30%, but is not affected by distance to the capital.
* Has a senate that may prevent declaration of war.
* Federation is relatively tolerant of cosmopolitan cities.
* Diplomats and Spies gain additional veterancy level (secretary).
* Inciting revolt is 2x more expensive than Despotism or Monarchy.
* Luxury and gold outcome is increased.
Requires knowledge of the technology Federation.
Features:
* If you lose your capital, the base chance of civil war is 20%.
* You can have up to 24 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 24 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 70%.
* New Diplomat units will be veteran.
* Unhappiness from foreign citizens due to war with their home state is 80% the usual value.
===Republic===
Under a Republican government, citizens hold an election to select a representative who will govern them; since elected leaders must remain popular to remain in control, citizens are given a greater degree of freedom. Citizens under the Republic become unhappy easily, but the self-sufficiency of your citizens allows high levels of trade.
* Celebrating cities which belong to the nation with Women Suffrage small wonder, produce an extra shield point for every worked land tile that is already producing shields (Cities below size 3 will not celebrate).
* Each city with size 8 and above can support one shield unit payment for free; additionally 6 gold unit payment are free.
* Each city tolerates a single aggressively deployed military unit; each further unit causes 1 unhappy citizen.
* Base corruption is 25%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 5%. This increases slowly with distance from the capital.* Republic is relatively tolerant of cosmopolitan cities.
* Builders and freight Trains gain additional veterancy level.
* Bribing units is possible, but with Slavery Abolition wonder, is very expensive.
* Inciting revolt is 2x more expensive than Despotism or Monarchy.
* Gold and science outcome is increased.
Requires knowledge of the technology The Republic.
Requires you to own Palace.
Features:
* If you lose your capital, the base chance of civil war is 40%.
* You can have up to 16 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 16 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 60%.
* If a city is in disorder for more than 2 turns in a row, government will fall into anarchy.
* New Builders units will have the rank of seasoned.
* New Train units will have the rank of steam locomotive.
* Unhappiness from foreign citizens due to war with their home state is 50% the usual value.
===Democracy===
Under Democracy, citizens govern indirectly by electing representatives. Democracy offers the high level of trade and science boost, but also offers the most potential for unhappiness; citizens become very upset during wars. Tax rates must please most of voters, thus can't be changed freely.
* Celebrating cities which belong to the nation with Women Suffrage small wonder, produce an extra trade point for every worked land tile that is already producing trade. (Cities below size 3 will not celebrate)
* Each city with size 8 and above can support 2 gold unit payments for free; gold payments are doubled. Additionally 3 shield payments are free.
* Each city tolerates a single aggressively deployed military unit; each further unit causes 1 unhappy citizens.
* Base corruption is 5%. This increases with distance from the capital (half as fast with knowledge of The Corporation).
* Base production waste is 25%. This increases slightly with distance from the capital.
* Has a senate that may prevent declaration of war.
* Democracy is very tolerant of multicultural cities.
* Riflemen and Snipers gain additional veterancy level (cumulative with Barracks).
* Revolt inciting is possible, but with Slavery Abolition wonder, is very expensive.
* Science and gold outcome is increased.
Requires knowledge of the technology Democracy.
Requires you to own Palace.
Features:
* If you lose your capital, the base chance of civil war is 30%.
* You can have up to 32 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 20 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 40%.
* If a city is in disorder for more than 2 turns in a row, government will fall into anarchy.
* New Riflemen units will have the rank of recruit.
* New Sniper units will have the rank of recruit.
* Unhappiness from foreign citizens due to war with their home state is 33% the usual value.
===Fascism===
Fascism is an authoritarian goverment based on totalitarian one-party state controlling industry and commerce. Fascism allow private property but suppress it by state interventionist policies. However socialism was a root of this goverment system, Fascism is focused on militarism and nationalism.
 Due to pervasive power of the secret police, opposition usually have no chance to incite revolt. 
 Beside of the regular army, fascist regime support veteran paratroopers.
Fascism is a government suitable for maximizing shield production and military power, but rather for medium size empires.
* Each city can support up to 4 shield and 6 gold unit payment for free (shield payment are doubled); further units each cost 2 shields per turn (more than 6, also gold).
* Celebrating cities produce a further shield point for every worked tile (land or water) which is already producing shield. (Cities below size 3 will not celebrate). Police Station required.
* Base corruption is 20%, this increases with distance from the capital.
* There is no base production waste, but this increase with distance from the capital.
* Each factory production is increased twice.* Newly produced Paratroopers are already elite if Barracks tier 3 are present.
* Military units impose martial law. Up to 2 military units inside a city will each force 2 unhappy citizen to become content.
* It is not possible to incite revolt, if fascist ruled nation *doesn't* posses Statue of Liberty.
* Fascism is not tolerant of another nationality of citisens - they unlikely will be angry.
* Luxury and science outcome is decreased.
Requires knowledge of the technology Imperialism.
Requires you to own Palace.
Features:
* You pay 2 times normal Shield upkeep for your units.
* Each of your cities will avoid 4 unhappiness caused by units.
* You can have up to 15 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 8 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* New Paratroopers units will have the rank of veteran.
* Unhappiness from foreign citizens due to war with their home state is 150% the usual value.
* If you lose your capital, the base chance of civil war is 90%.
* Makes it impossible to do the action 'Incite a Revolt' to your individual cities.
Category:Augmented