Freeciv-manual/6 (2.4)

Freeciv 2.4.3 governments help
===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.
Anarchy offers slightly less corruption than Despotism, but slightly more unhappiness.
Features:
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the chance of civil war is 90%.
* When you have 9 cities, the first unhappy citizen will appear in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 6 additional cities another unhappy citizen will appear.
* Has unlimited science/gold/luxuries rates.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* 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.)
===Despotism===
Under Despotism, you are the absolute ruler of your people. Your control over your citizens is maintained largely by martial law.
Despotism suffers the highest level of corruption of all forms of government.
Features:
* Trade production will suffer massive losses.
* Trade losses will increase quickly with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the chance of civil war is 80%.
* When you have 10 cities, the first unhappy citizen will appear 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 60%.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* 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.)
===Monarchy===
Under Monarchy, a king or queen serves as a hereditary figurehead for your government.
Monarchy suffers the same small amount of corruption that the Republic does.
Requires knowledge of the technology Monarchy.
Features:
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the chance of civil war is 70%.
* When you have 11 cities, the first unhappy citizen will appear 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 70%.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* A maximum of 3 units in each city can enforce martial law.
* Each worked tile with at least 1 Trade will yield 1 more of it while the city working it is celebrating. (Cities below size 3 will not celebrate.)
===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.
Under Communism, corruption does not vary by distance from the capital; all cities (including the capital) have a modest amount of corruption.
Requires knowledge of the technology Communism.
Features:
* Trade production will suffer some losses.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the chance of civil war is 50%.
* When you have 12 cities, the first unhappy citizen will appear in each city due to civilization size.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* Your units may impose martial law. Each military unit inside a city will force 2 unhappy citizens to become content.
* A maximum of 3 units in each city can enforce martial law.
* New Diplomat units will be veteran.
* Each worked tile with at least 1 Trade will yield 1 more of it while the city working it is celebrating. (Cities below size 3 will not celebrate.)
===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.
Requires knowledge of the technology The Republic.
Features:
* Each of your cities will avoid 1 unhappiness caused by units.
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* You pay 2 times normal Food upkeep for your units.
* Military units away from home and field units will each cause 1 citizen to become unhappy.
* If you lose your capital, the chance of civil war is 40%.
* When you have 13 cities, the first unhappy citizen will appear 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%.
* You may grow your cities by means of celebrations. (Cities below size 3 cannot grow in this way.)
* Each worked tile with at least 1 Trade will yield 1 more of it.
* Has a senate that may prevent declaration of war.
===Democracy===
Under Democracy, citizens govern directly by voting on issues. Democracy offers the highest possible level of trade, but also offers the most potential for unhappiness. There is no corruption during Democracy, but citizens become very upset during wars.
Requires knowledge of the technology Democracy.
Features:
* You pay 2 times normal Food upkeep for your units.
* Military units away from home and field units will each cause 2 citizens to become unhappy.
* If you lose your capital, the chance of civil war is 30%.
* When you have 14 cities, the first unhappy citizen will appear 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.
* Has unlimited science/gold/luxuries rates.
* You may grow your cities by means of celebrations. (Cities below size 3 cannot grow in this way.)
* Your units cannot be bribed.
* Your cities cannot be incited to revolt.
* Each worked tile with at least 1 Trade will yield 1 more of it.
* If any city is in disorder for more than two turns in a row, government will fall into anarchy.
* Has a senate that may prevent declaration of war.