Governments: Civilization 3 Complete V1.22

Theov

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Governments: Civilization 3 Complete V1.22

What you should know:
Town: 1-6 population
City: 7-12 population (requires fresh water or an aquaduct)
Metro: 12+ population (requires a hospital or the Shakespeare's Theatre wonder)

Hurry Method: you can either buy units or buildings (rate is 4 gold for a shield). Or you 'whip' people; 1 citizen for 20 shields.
Corruption: how much commerce and production is wasted.
War Weariness: When at war, your citizens can grow tired of the war and become unhappy. Or not.
Draft Rate: the number of citizens a city can draft per turn.
Military Police Limit: max number of units in a city that makes 1 unhappy citizen content.
Unit Support: number of units that cost you no money. All units 'over the cap' cost you 1gpt.
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 1gpt.


Anarchy
Anarchy happens when switching from one Gov to another - called revolution. It also happens when war weariness reaches 100% when under Democracy. Anarchy means you have no government at all.
It lasts from 2 to 8 turns, dependent on the size of your civilization / map size. You don't want to be here.

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, Despo Penalty (see Despotism)


Despotism
A.k.a.: Despo
'Base' government, this is the government where you start with. 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 produces 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 weariness (WW) can be more valuable than the commerce bonus in Republic, if you plan to be at war for a long time.
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
A.k.a.: Commie
Large civs (3 city cores) that have corruption problems in far away potentially big cities (Secret Police HQ).
Good for war because there's no WW and good unit support.

Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Communal
War Weariness: None
Draft Rate: 2
Military Police Limit: 4
Unit Support Town/City/Metro: 6/6/6
Notes: Higher chance of espionage mission success


Republic
A.k.a.: Repo
For republics big enough to support their military; fighting short succesful wars. Long wars will cost you to keep your population happy.
Most popular government because of the commerce bonus, the low WW and because there's less corruption than under Monarchy and Despotism.

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 = the commerce bonus.


Democracy
A.k.a.: Demo
For peaceful builders, not planning to be at war anytime soon. Requires diplomatic skills to stay out of war.

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 = the commerce bonus.
 
Last edited by a moderator:
It is worth noting that anarchy also has the despo-penalty
 
I think that military police make one unhappy citizen content, not one content citizen happy. I prefer Monarchy and have had an entire city of content citizens with 3 or more military units in the city.
 
You're right.
The civilopedia says that Military Police produces content people.
It'll be changed.
Thanks.
Any situation or strategy for a Gov should be included, so if you want to share let me know.
 
hmmm, a question I have... assimilation refers to what? chances of assimilating other cities?
 
Assimilation means having foreign citizens turn into native citizens.
 
Nice job Theov. :goodjob:

Some remarks:

-Feudalism: There is no maintenance costs for buildings. That's what makes this governement so attractive for 100k games.:)

-Anarchy: Also no maintenance cost and no unit support cost either. More importantly, it is wrong to say that there is no production and no research in anarchy. The corruption rate is 100% everywhere but it is still possible to use specialists (chopping forests also works, I think). Last time I switched to communism, I researched it during the anarchy period, getting about 500 bpt from my scientists :p.

-Communism: Rather than 3 city cores, I would say there is 3 core cities, corruption being equally reparted between the other ones, as long as they are connected.
 
Mursi lives said:
here is no maintenance costs for buildings.

Pretty sure you still have to maintainence. The main advantange of Feudalism in a 100k lies in whipping.
 
Yes, you pay maintenance. I was going broke in Feudalism because of maintenance before I realized that my cities should build wealth while rebuilding population in preparation to pop-rushing.
 
That's very strange. I played (and lost:() a 100k game 3 months ago and didnt pay any maintenance after I switched to feudalism. I play C3C 1.22 and never used any mod.
 
Draft is learned with the Nationalism tech, and allows you to "draft" city population and turn them into military units. Each govt type has a different rate, for example in Monarchy you can draft two units per city per turn, in Republic you can draft 1 unit.
 
Thanks for your useful answer :)

Another thing: I just switched from monarchy to republic, but the corruption actually rose! How is this possible? Loss per turn through corruption was like -260 with monarchy, with republic it's now -380...

Edit:

I recon it has to do with the increased commerce production, if more commerce is produced, more corruption occurs, ok. But what is the benefit of republic when all the extra commerce is eaten up by corruption?

Edit2:

Never mind, I realized it's still enough commerce to provide better tax and science revenues overall... I like republic!
 
Good to see you answered your own question, you're exactly right! :goodjob:

When I first switch to Republic I don't always see a big jump in commerce(ie research/+gold), but by the Middle Ages, once my territory is well improved (ie every used tile is roaded) then I see a big jump in commerce. By the time you hit Industrial Age you should be far and away out-researching the AI.
 
Basically the idea is to convert food into culture. The strategy works like this:

  • Phase 1: conquer the world until you are just below the domination level.
  • Now you have tons and tons of totally corrupt towns, which produce like 1 spt and 1 gpt... Building temples, libraries, cathedrals, universities there the normal way would take forever. Also your income will never suffice to cash-rush a significant number of these buildings. (Unless you use "Lord Emsworth Deals", which are meanwhile banned as an exploit...)
  • So you take another look at all your nice but unfortunately completely useless towns and say to yourself: "hmm, all the shields are corrupt, all the coins too, Communism is still one and a half ages away, but wait: the food is not subject to corruption!! This gives the idea for:
  • Phase 2: irrigate everything and switch to Feudalism! If a town is working three irrigated grassland (and you have captured the Pyramids on your way to world domination...), then each town will create a new citizen every two turns. Using the whip, you can convert that extra citizen into 20 shields. So your towns actually produce 10 spt, each one of them! 6 turns for a temple (3 when religious!), 8 turns for a library (4 when scientific!) isn't that bad, when you do it in hundreds of towns... After a few dozen turns, your empire will be making a couple thousand culture per turn, and the 100K limit is reached quickly.

Before the discovery of Lord Emsworth Deals, this was the fastest way to achieve 100K victories.
 
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