Civilization 3 Complete V1.22 Governments:
What you should know:
Town: 1-6 population
City: 7-12 population
Metro: 12+ population.
Military Police Limit: Max number of units in a city that makes 1 content citizen happy.
Unit Support: number of units that cost you no money. All units 'over the cap' cost you gpt.
All units over the cap cost 1 gpt. Under Republic they cost 2gpt, under Feudalism they cost 3gpt.
4 towns and 3 cities under Monarchy have 4x2 + 3x4 = 20 unit support. That means that every unit over the cap of 20 cost you 1 gpt.
Anarchy
Anarchy happens when switching from one Gov to another - called revolution. It lasts from 2 to 8 turns, dependent on the cize of your civilization / map size.
Worker Efficiency: 50%
Hurry Method: None
Corruption: Catastrophic
War Weariness: none
Draft Rate: 0
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: No city production, no research
Despotism
'Base' government. Good for starting Civs with little income, happiness problems (lack of luxuries) or without the income to support a large military.
Worker Efficiency: 100%
Hurry Method: Forced labor
Corruption: Rampant
War Weariness: none
Draft Rate: 2
Military Police Limit: 2
Unit Support Town/City/Metro: 4/4/4
Notes: Any square which produces more than 2 food, commerce, or shields produce 1 less. (aka 'Despo Penalty')
Feudalism
Good for civs with small towns (under pop 6).
For countries that are behind at the start of a game and want to expand through war.
Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Problematic
War Weariness: Low
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 5/2/1
Notes: Units over the cap cost 3 gpt
Monarchy
The lack of war wariness and but the presence of military police makes a good combination for small kingdoms at war and have an army a Republic can't support.
Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Problematic
War Weariness: none
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 2/4/8
Fascism
For reichs that are expanding, under developed and won't see peace any time soon...
Worker Efficiency: 200%
Hurry Method: Forced Labor
Corruption: Nuisance
War Weariness: None
Draft Rate: 2
Military Police Limit: 4
Unit Support Town/City/Metro: 4/7/10
Notes: Pop declines when you change over.
Culture is not produced until you have a popular majority.
Higher chance of espionage mission success
Communism
Large civs (3 city cores) that have corruption problems in far away potentially big cities (enter: Secret Police HQ).
Good for war because there's no war weariness and good unit support.
Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Communal
War Weariness: None
Draft Rate: 3
Military Police Limit: 4
Unit Support Town/City/Metro: 2/4/8
Notes: Higher chance of espionage mission success
Republic
Most popular government.
For republics big enough to support their military; fighting short wars.
Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Nuisance
War Weariness: Low
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 1/3/4
Notes: Military over the cap cost 2 gpt.
Adds 1 commerce to any tile already producing at least 1.
Democracy
For peaceful builders, not planning to be at war anytime soon.
Worker Efficiency: 150%
Hurry Method: Pay citizens
Corruption: Minimal
War Weariness: High
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: Cities immune from propaganda.
Adds 1 commerce to any tile already producing at least 1.
What you should know:
Town: 1-6 population
City: 7-12 population
Metro: 12+ population.
Military Police Limit: Max number of units in a city that makes 1 content citizen happy.
Unit Support: number of units that cost you no money. All units 'over the cap' cost you gpt.
All units over the cap cost 1 gpt. Under Republic they cost 2gpt, under Feudalism they cost 3gpt.
4 towns and 3 cities under Monarchy have 4x2 + 3x4 = 20 unit support. That means that every unit over the cap of 20 cost you 1 gpt.
Anarchy
Anarchy happens when switching from one Gov to another - called revolution. It lasts from 2 to 8 turns, dependent on the cize of your civilization / map size.
Worker Efficiency: 50%
Hurry Method: None
Corruption: Catastrophic
War Weariness: none
Draft Rate: 0
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: No city production, no research
Despotism
'Base' government. Good for starting Civs with little income, happiness problems (lack of luxuries) or without the income to support a large military.
Worker Efficiency: 100%
Hurry Method: Forced labor
Corruption: Rampant
War Weariness: none
Draft Rate: 2
Military Police Limit: 2
Unit Support Town/City/Metro: 4/4/4
Notes: Any square which produces more than 2 food, commerce, or shields produce 1 less. (aka 'Despo Penalty')
Feudalism
Good for civs with small towns (under pop 6).
For countries that are behind at the start of a game and want to expand through war.
Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Problematic
War Weariness: Low
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 5/2/1
Notes: Units over the cap cost 3 gpt
Monarchy
The lack of war wariness and but the presence of military police makes a good combination for small kingdoms at war and have an army a Republic can't support.
Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Problematic
War Weariness: none
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 2/4/8
Fascism
For reichs that are expanding, under developed and won't see peace any time soon...
Worker Efficiency: 200%
Hurry Method: Forced Labor
Corruption: Nuisance
War Weariness: None
Draft Rate: 2
Military Police Limit: 4
Unit Support Town/City/Metro: 4/7/10
Notes: Pop declines when you change over.
Culture is not produced until you have a popular majority.
Higher chance of espionage mission success
Communism
Large civs (3 city cores) that have corruption problems in far away potentially big cities (enter: Secret Police HQ).
Good for war because there's no war weariness and good unit support.
Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Communal
War Weariness: None
Draft Rate: 3
Military Police Limit: 4
Unit Support Town/City/Metro: 2/4/8
Notes: Higher chance of espionage mission success
Republic
Most popular government.
For republics big enough to support their military; fighting short wars.
Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Nuisance
War Weariness: Low
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 1/3/4
Notes: Military over the cap cost 2 gpt.
Adds 1 commerce to any tile already producing at least 1.
Democracy
For peaceful builders, not planning to be at war anytime soon.
Worker Efficiency: 150%
Hurry Method: Pay citizens
Corruption: Minimal
War Weariness: High
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: Cities immune from propaganda.
Adds 1 commerce to any tile already producing at least 1.