Government.mp2

Jump to Government Chart
== Governments ==
You can choose different forms of government for your civilization:
* Despotism. You rule by force and personality, which have less influence farther from the capital, causing heavy corruption & output penalties.
* Monarchy. Regal authority gives military power and reduced corruption.
* Republic. Freedom increases trade & rapture. Citizens disapprove military action.
* Democracy. Free enterprise eliminates corruption, allowing maximum rapture and trade — but free citizens agitate most strongly against warfare.
* Communism. Absolute military control and a planned economy offer stability. No free enterprise means less trade. Communism has a uniform level of corruption.
* Fundamentalism. Theocratic governments tap the power of religious faith to receive gold from temples while fanatics heed the call to arms without upkeep.  
== Government Chart ==
Governments ⇨
Features ⇩ 	Anarchy 	Despotism 	Monarchy 	Communism 	Republic 	Democracy 	Fundamental
Limit for tax rates. 	N/A 	60% 	70% 	80% 	80% 	100% 	80%
Capital production bonus 	0% 	75% 	50% 	25% 	0% 	0% 	50% gold
Upkeep per unit 	1 	1 	1 	1 	1 	1 	2
Settler food upkeep 	1 	1 	1 	1 	2 	2 	2
Units with free shield* upkeep per city 	3 	3 	3 	4 	0 	0 	10
Bonus on trade tiles 	- 	- 	- 	- 	+1T 	+1T 	-
Tile bonus for celebration 	no penalties 	no penalties 	+1T 	+1T 	- 	- 	+1T
Max. # of cities w/ 4 content citizens... 	9 	10 	11 	12 	13 	14 	14
...how many more cities make a citizen unhappy...	6 	10 	12 	- 	14 	16 	15
# cities ⇒ nth citizen is unhappy 	  0 ⇒ 510 ⇒ 416 ⇒ 322 ⇒ 228 ⇒ 1	  0 ⇒ 511 ⇒ 421 ⇒ 331 ⇒ 241 ⇒ 1	  0 ⇒ 512 ⇒ 424 ⇒ 336 ⇒ 248 ⇒ 1	  0 ⇒ 513 ⇒ 4	  0 ⇒ 514 ⇒ 428 ⇒ 342 ⇒ 256 ⇒ 1	  0 ⇒ 515 ⇒ 431 ⇒ 347 ⇒ 263 ⇒ 1	  0 ⇒ 515 ⇒ 430 ⇒ 345 ⇒ 260 ⇒ 1
Number of military units making citizens content.	no limit 	no limit 	3 	3 	- 	- 	2
... and how many citizens per unit this affects. 	1 	1 	1 	2 	- 	- 	1
Citizens made unhappy by each aggressive unit. 	- 	- 	- 	- 	1** 	2 	-
Base corruption in cities 	25% 	37% 	15% 	20% 	15% 	0% 	2%
... increment per tile from the capital. 	2% 	4% 	2% 	0% 	2% 	0% 	2%
Probability of civil war if capital falls 	90% 	80% 	70% 	50% 	40% 	30% 	0%
* Gold upkeep units are never free. This guarantees that cities support costlier shield upkeep units with priority.
** Republic can have 1 military unit per city deployed outside national borders. Additional units incur unhappiness.
== Other Features of Governments ==
* Despotism and Anarchy suffer a -1 penalty on food/production/trade wherever tiles give 3+. This penalty can be removed by a) making a city celebrate or b) building a Courthouse. 
* Under Anarchy, ungoverned citizens use all trade on luxuries. 
* Under Republic/Democracy, celebrating cities size 3+ with surplus food will rapture grow each turn. 
* Democracy revolts to Anarchy if any city remains in disorder for two turns.
* Diplomats and spies cannot bribe units or incite revolts on nations who are Democracy.
* Conquered cities under Democracy, Communism, and Fundamentalism may spawn partisans , under the right conditions .
* Under Communism:
** Diplomats and Spies built by Communist regimes get automatic veteran status. 
** Buildings with 1 upkeep are free, cumulative to any other upkeep bonuses from other effects. 
** Proletarians are an alternative to rapture; allowing transfer of population between cities. 
** Large numbers of Proletarians can be used to finish State projects.  
** The bonus effect of Cathedrals (or Michelangelo) is reduced by -1.  
** The Communism technology allows Communist governments to convert Workers to Riflemen and vice versa. *(Unit must be in national territory; must possess the appropriate technology for the unit.) 
** Riflemen cost 5 less shields.
** Dive Bombers cost 10 less shields.
* Under Fundamentalism:
** Buildings that confer bonuses against unhappiness give an equal bonus in gold.
** Fanatics can be made, have no upkeep, and can't be bribed.
** Fanatics gain the ability to do skirmish assault in their homeland.
** Pilgrims are an alternative to rapture; allowing transfer of population from city to city.
** Science production suffers a 50% penalty.
** There is no chance of civil war if the capital falls.
** Enemy nations can't establish embassies without first agreeing to cease-fire, peace, or alliance.
** +10% bonus on all sabotage actions.
== Selecting a Government ==
You begin the game in Despotism, in which cities suffer heavy corruption, yet military campaigns can be launched with ease and impunity.  You may change governments as often as you like, but governments can only be selected if you own the required technology.  To change government you must start a Revolution. This will put your empire into Anarchy for a certain number of turns (depending on game settings). Many players risk weak military to race to achieve Republic, hoping for early advantage in growing their cities through rapture, boosted science, and greater gold income. Monarchy is very effective for even earlier growth, while providing strong military options; but later it proves to be economically limited. Democracy exaggerates the strengths and weaknesses of Republic, but undeniably provides the strongest economy in the game. Communism can sustain hyper-military activities and lacks any restriction to the number of cities in the empire.  Fundamentalism is effective for rapid conquest in the very early post-gunpowder era, while also providing efficient fanatical defence against invasions from stronger nations.  
The Statue of Liberty allows choosing any government without a period of Anarchy — including governments not yet researched. This is useful if several revolutions are expected (e.g., the player switches between Democracy for peace, Communism for offensive wars, and Fundamentalism for defensive resistance.)  
== Capitals and Civil War ==
The city containing your Palace is your capital. Should you build another Palace elsewhere, that city becomes your new capital, and your old Palace disappears. As the center of government, corruption is least in your capital and increases with distance from it. Under Despotism, the capital enjoys a 75% production bonus. Under Monarchy, a 50% production bonus. Under Fundamentalism, a 50% gold taxation bonus (from religious tithes.) Under Communism, a 25% production bonus. Anarchy, Republic, and Democracy get no capital production bonus.
The Ecclesiastical Palace makes a city into a second capital — the religious capital of your nation. All the effects of a Palace and capital city apply for this city as well, except: (1) any capital production bonus is rendered as a gold bonus from religious tithes, not a production bonus; (2) loss of this city does not cause Civil War nor the loss of any Spaceship you may be building.
Should an enemy destroy or capture a capital, you will be given a new one in another random city. If you lose your primary capital, your empire might experience civil war. This risk increases +5% with each city in disorder at the moment of capture, and decreases -5% with each city that is celebrating. Civil war is catastrophic -- you lose as many as half your cities to a new computer-controlled opponent who takes with him all units and wonders owned by those cities, and also half your treasury. Civil war is not tidy -- the lost territory is likely to be randomly distributed throughout your empire. After one turn in the state of civil war (whose properties are similar to those of despotism), both you and the new opponent enter anarchy. Small civilizations of ten cities or less cannot suffer civil war, and fall into anarchy instead.
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