There are several forms of government with which you can rule your civilization, but none offers complete control. Under autocratic regimes your citizens readily support the military, but reduce your trade income through corruption. When granted representative government they are efficient and productive, but demonstrate against the use of military force by becoming unhappy. The standard forms of government are:
You begin your career as a despot, with your cities suffering heavy corruption by distance of your cities from the capital city until you gain the technology to impose more effective government. You may change governments as often as you like, once a new kind is made available by the discovery of its similarly named technology. This plunges your empire into anarchy for 12 hours, after which you may select any available form of government. Most players race to achieve the republic and democracy so they can expand their cities through rapture and boost their science output with expanded trade. Monarchy and communism are popular choices for players embarking on extended military campaigns.
The tribe which possesses the Statue of Liberty wonder can choose any government, including those that the tribe has not yet researched, and without the transition period of Anarchy. This is most useful if several revolutions are expected (i.e., the player prefers communism in war and democracy in peace). In order to build the Statue of Liberty, the Democracy technology must be researched. Democracy is significantly less expensive to research than Communism, so the Statue of Liberty is useful for gaining a communist government early.
The city containing your palace is your capital. Should you build another palace elsewhere, its city becomes your capital and your old palace disappears. As the center of government, corruption is least in your capital and increases with distance from it. Under some government, the capital enjoys a 100% production bonus, others give you 50% bonus. Should an enemy capture your capital, you will be given a new one in another city.
Features | Despotism |
Anarchy |
Monarchy |
Republic |
Communism |
Democracy |
---|---|---|---|---|---|---|
Limit for max rates | 50 | 50 | 75 | 75 | 100 | 100 |
Production bonus in capital | 50% | 100% | 50% | 100% | 50% | 100% |
Cost of unit's multiplier | 25% | 25% | 50% | 50% | 100% | 100% |
Aggressive units each city supports for free | 2 | 0 | 5 | 0 | 10 | 0 |
Non-aggressive units each city supports for free | 0 | 2 | 0 | 5 | 0 | 10 |
Loot bonus for city pillage | 50% | 0% | 100% | 0% | 200% | 0% |
Trade bonus for each square already producing trade | 25% | 50% | 50% | 100% | 50% | 200% |
Luxury multiplier in the city. | 50% | 25% | 100% | 150% | 100% | 200% |
Limit of cities that make an additional worker unhappy in each city. | 10 | 5 | 20 | 10 | 40 | 20 |
Number of military units you can use to force your workers to act content. | no limit | - | no limit | - | no limit | |
... and how many workers per military unit this can affect. | 1 | no martial law | 2 | no martial law | 5 | no martial law |
Workers made unhappy by each aggressive unit. | 0 | 1 | 0 | 2 | 0 | 5 |
Corruption multiplier... | 100% | 50% | 100% | 50% | 100% | 50% |
... and the increment per 10 tiles from the capital. | 100% | 50% | 50% | 25% | 25% | 10% |
Trade route duration. | 120 hours | 120 hours | 72 hours | 72 hours | 48 hours | 48 hours |
Trade route limit per city. | 2 | 2 | 5 | 5 | 10 | 10 |
Several properties should be noted in addition to those in the table:
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Comments
is this by civ 3 rule set? no
is this by civ 3 rule set? no change?
Content migrator
Yes, may be evolving in the
Yes, may be evolving in the near future but it is a simple copy of the FreeCiv's ruleset at the moment.
Content migrator
I have a question about
I have a question about communism
if i build a city 999 square far away there wont be any problem am i right?