Hello there, long time Civ 3 enjoyer. I've been playing this game since about 2002, and still do at times. I've also known this site for a very long time, but this is my first serious post I've ever made, and it will be a bold one. I'm interested most of all in game balancing, and I've been meddling with the civ editor since about the time it has come out. I love meddling with game mechanics, and perhaps will make a series of posts in the future in which I will recommend some major balancing suggestions to better balance many different aspects of the game: governments, units/combat, city improvs/wonders, tech trees, resources, happiness/commerce/shields/food, tiles, citizens, tech trees, civs, etc.
As for now I will focus on my hot take I've never seen someone mention in any post in the forum: mathematical proof that war govs like Monarchy/Fascism/Communism are better than Republic in many circumstances, and perhaps even Democracy:
Despite the bonus commerce of Republics, Monarchy still comes on top on average mathematically, especially when considering army sizes in the equation. This is mainly the result of the higher unit support cost of 2, compared to 1 of other governments. In addition, bonus commerce has a lot of added negatives, mentioned down below. I've never seen people address these serious issues. I'll use some examples of different city sizes in different time eras to prove total commerce bonus between Republic and Monarchy given the best conditions in favor of Republic:
Additionally, there are some more MAJOR drawbacks of Republic compared to Monarchy I haven't even mentioned yet:
1) I've used the VERY BEST condition of bonus commerce govs in my examples: near complete population, AND having NO overlap with tiles of nearby cities, especially for metropolis sizes. Usually this isn't the case.
2) I've used an average corruption of 25%, which is fair. But larger civs will always swing in favor of Monarchy compared to Republic since bonus commerce is subject to corruption, whereas unit support is not.
3) Bonus commerce is subject to pillage/bombard tiles/city improvements/city population, whereas unit support is not (tiles without 1 commerce NEED to have roads in order for bonus commerce to come into effect). Therefore, when artillery/bombers are researched, republic becomes MUCH less reliable. Simply bomb Republics into oblivion, destroy any marketplace/bank/stock exchange, and war weariness and bonus commerce will destroy them, if not from within due to war riots: pillaging/bombarding tiles or units down to 1HP raises war weariness points by 1, and attacking or killing an enemy unit raises wwp by 2, even when you kill them by lethal bombardment! This way you wont even have to conquer cities anymore in order to raise war weariness of enemy civs.
4) Bonus commerce relies heavily on population size, therefore making relative smaller town/city/metropolis sizes more preferable to Monarchy/Fascism/Communism.
5) I've given an average war weariness of 25% in all my examples, which is fair. Simply attack Republics/Democracies, never accept peace, and watch their war weariness rise! They will first gain a happiness boost, but it will quickly dwindle after more attacking. However, when fighting a civ you can't coerce into peace treaties (on higher difficulties/non-AI) as a Republic yourself, you're simply screwed since your own war weariness will only become higher and higher! And police stations aren't available until Communism, and even require being in that gov before building them! Also, larger maps will gain war weariness more quickly due to the larger amount of units.
6) Cant rely as much on nuclear power plants, since the risk of meltdown is far too high under war weariness.
7) In addition, Monarchy/Fascism/Communism have higher military police limit, which are also about equal each to about 2-4 pieces of additional commerce unit I haven't even mentioned yet in my math examples (since 1 content/happy face equals about 1 commerce). This is an low-shield, cheap way to obtain happiness. This way you can focus quicker on building large armies instead.
8) Golden Age/WLTKD are NOT subject to bonus commerce. WLTKD divides waste, not corruption by 2, 4 when communism.
9) Having near to 0 unit support cost to make more use of bonus commerce in many situations isn't realistic, especially when fighting aggressive (non-)AI on higher difficulties on more continental/pangaea based maps.
10) Monarchies rely less on growth and happiness, and can focus more shields on units, since Republics need more growth to get more out of their bonus commerce. Republics will therefore have to put more shields on city improvements/wonders, and more commerce on luxuries, whereas Monarchies rely more on cheap military police units for happiness. This way Monarchies can focus more on building large armies instead, putting more weight into making Republics gather war weariness points. Republics have more commerce to hurry production/upgrade units, but conversion rates are 4 to 1, and some shields are always wasted anyway. This way Monarchies grow their economies relatively more by conquering. And as the above math shows, Monarchies do better with maintaining large armies.
11) Monarchies are more handy too in certain custom-made scenarios where growing your empire is a small or non-existant part of the game, since you can focus produce more on building units, and less on building city improvements. Just go for the bare essentials. Because of lower maintenance you can sustain larger armies as well.
12) The only small added benefit of bonus commerce is that you can choose to spend it on unit cost/upgrade units/happiness/maintenance/treasure/spies/hurry production/trading, whereas monarchy automatically spends it on armies. But happiness is never a problem as long as the ridiculously OP marketplaces are there, and commerce on Monarchy/Fascism/Communism is still more than sufficient to pay for all of these problems. Plus, when adding support cost into the mix, Monarchies can support larger armies on average. And Monarchies can still gather sufficient commerce to get what they want from trading with AIs. Plus, Republics tend to spend their commerce less effectively and efficiently due to their wealth whereas Monarchies tend to spend them more on what is truly essential.
13) I haven't mentioned Fascism yet, but they would do even better than Monarchy relative to Republic.
Conclusions: Republic reaches it relative peak strength in the later medieval era (when banking has been tech'd), but loses it again in the later industrial era after hospitals and especially bombard units like artillery/bombers have been researched. If your civ has a lot of towns in the pre-banking Medieval Era, Monarchy is definitely hands down the better decision in near to all cases.
Basically, a Republic being at war with another 'war gov' will absolutely lose out long term. War govs like Monarchy/Fascism/Communism can support far bigger army sizes and more reliably sustain nuclear power plants. Republics may be better however on lower difficulties, smaller map sizes with less war weariness, certain water based maps which are more easily defendable, AND/OR when going for more peaceful victory conditions.
As for now I will focus on my hot take I've never seen someone mention in any post in the forum: mathematical proof that war govs like Monarchy/Fascism/Communism are better than Republic in many circumstances, and perhaps even Democracy:
Despite the bonus commerce of Republics, Monarchy still comes on top on average mathematically, especially when considering army sizes in the equation. This is mainly the result of the higher unit support cost of 2, compared to 1 of other governments. In addition, bonus commerce has a lot of added negatives, mentioned down below. I've never seen people address these serious issues. I'll use some examples of different city sizes in different time eras to prove total commerce bonus between Republic and Monarchy given the best conditions in favor of Republic:
- Towns (ancient era/early medieval conditions): given an average pop of 4, this gives a bonus commerce of 5 (5 bonus tiles). Marketplaces may boost this by 50%, resulting in 7.5. Adding in 25% WW penalty, and a 25% corruption average, this comes down to a combined 2.5-3.75, but more likely an average of about 3.25.
Monarchy however always gives a flat 2 unit support (compared to Rep of 1), AND has the MAJOR benefit of only having a unit support cost of 1 compared to 2. Because of this, Monarchy and Republic town sizes break even after having 3-4 units: support cost Rep 3 units= (2x2-3.25=about 1) OR 4 units (2x3-3.75=2.25). This is about equal to Monarchy costs. So basically, a Monarchy with an average army support of 3-4+ per town will on average always be stronger than a Republic (due to the 2 flat unit support, and 1 unit cost of Monarchy). - Cities (late medieval era conditions): I'll use the exact same math, but write it down more shortly this time: given an average population of 10, this gives a bonus commerce of 11 (11 bonus tiles). Marketplaces/banks may boost this by 50-100% resulting in 16.5-22. Adding in a 25% WW penalty, and a 25% corruption average, this comes down to a combined 8.25-11.
Monarchy and Republic city sizes break even starting from having 10-13 units: support cost Rep 10 units= (2x7-8.25=about 6) OR 13 units (2x10-11=9). This is about equal to Monarchy costs. So basically, a Monarchy with an average army support of 10+, max up to 13+ per city will an average always be stronger than a Republic (due to the 4 flat unit support, and 1 unit cost of Monarchy). For the pre-Banking medieval era, an average army support of 9+ per city will be stronger in a Monarchy than a Republic. - Metropolis (industrial/modern era conditions): I'll use the exact same math: given an average population of 18, this gives a bonus commerce of 19 (19 bonus tiles). Marketplaces/banks/stocks may boost this by 50-100-150%, resulting in 19-28.5-38-47.5. Adding in a 25% WW penalty, and a 25% corruption average, this comes down to a combined average of about 9.5-14-19-24, given the very best conditions, but more likely an in between number of about 16.5.
Monarchy and Republic city sizes break even starting from having 16-24 units: support cost Rep 16 units= (2x12-16.5=about 7.5) OR 24 units (2x20-23.75=26). This is about equal to Monarchy costs. So basically, a Monarchy with an average army support of 16+, max up to 24+ per city will on average always be stronger than a Republic, but very likely lower; (due to the lower average population AND overlap in tiles between metro cities). In Monarchy flat unit support per metro is 8, combined with 1 cost per unit.
Additionally, there are some more MAJOR drawbacks of Republic compared to Monarchy I haven't even mentioned yet:
1) I've used the VERY BEST condition of bonus commerce govs in my examples: near complete population, AND having NO overlap with tiles of nearby cities, especially for metropolis sizes. Usually this isn't the case.
2) I've used an average corruption of 25%, which is fair. But larger civs will always swing in favor of Monarchy compared to Republic since bonus commerce is subject to corruption, whereas unit support is not.
3) Bonus commerce is subject to pillage/bombard tiles/city improvements/city population, whereas unit support is not (tiles without 1 commerce NEED to have roads in order for bonus commerce to come into effect). Therefore, when artillery/bombers are researched, republic becomes MUCH less reliable. Simply bomb Republics into oblivion, destroy any marketplace/bank/stock exchange, and war weariness and bonus commerce will destroy them, if not from within due to war riots: pillaging/bombarding tiles or units down to 1HP raises war weariness points by 1, and attacking or killing an enemy unit raises wwp by 2, even when you kill them by lethal bombardment! This way you wont even have to conquer cities anymore in order to raise war weariness of enemy civs.
4) Bonus commerce relies heavily on population size, therefore making relative smaller town/city/metropolis sizes more preferable to Monarchy/Fascism/Communism.
5) I've given an average war weariness of 25% in all my examples, which is fair. Simply attack Republics/Democracies, never accept peace, and watch their war weariness rise! They will first gain a happiness boost, but it will quickly dwindle after more attacking. However, when fighting a civ you can't coerce into peace treaties (on higher difficulties/non-AI) as a Republic yourself, you're simply screwed since your own war weariness will only become higher and higher! And police stations aren't available until Communism, and even require being in that gov before building them! Also, larger maps will gain war weariness more quickly due to the larger amount of units.
6) Cant rely as much on nuclear power plants, since the risk of meltdown is far too high under war weariness.
7) In addition, Monarchy/Fascism/Communism have higher military police limit, which are also about equal each to about 2-4 pieces of additional commerce unit I haven't even mentioned yet in my math examples (since 1 content/happy face equals about 1 commerce). This is an low-shield, cheap way to obtain happiness. This way you can focus quicker on building large armies instead.
8) Golden Age/WLTKD are NOT subject to bonus commerce. WLTKD divides waste, not corruption by 2, 4 when communism.
9) Having near to 0 unit support cost to make more use of bonus commerce in many situations isn't realistic, especially when fighting aggressive (non-)AI on higher difficulties on more continental/pangaea based maps.
10) Monarchies rely less on growth and happiness, and can focus more shields on units, since Republics need more growth to get more out of their bonus commerce. Republics will therefore have to put more shields on city improvements/wonders, and more commerce on luxuries, whereas Monarchies rely more on cheap military police units for happiness. This way Monarchies can focus more on building large armies instead, putting more weight into making Republics gather war weariness points. Republics have more commerce to hurry production/upgrade units, but conversion rates are 4 to 1, and some shields are always wasted anyway. This way Monarchies grow their economies relatively more by conquering. And as the above math shows, Monarchies do better with maintaining large armies.
11) Monarchies are more handy too in certain custom-made scenarios where growing your empire is a small or non-existant part of the game, since you can focus produce more on building units, and less on building city improvements. Just go for the bare essentials. Because of lower maintenance you can sustain larger armies as well.
12) The only small added benefit of bonus commerce is that you can choose to spend it on unit cost/upgrade units/happiness/maintenance/treasure/spies/hurry production/trading, whereas monarchy automatically spends it on armies. But happiness is never a problem as long as the ridiculously OP marketplaces are there, and commerce on Monarchy/Fascism/Communism is still more than sufficient to pay for all of these problems. Plus, when adding support cost into the mix, Monarchies can support larger armies on average. And Monarchies can still gather sufficient commerce to get what they want from trading with AIs. Plus, Republics tend to spend their commerce less effectively and efficiently due to their wealth whereas Monarchies tend to spend them more on what is truly essential.
13) I haven't mentioned Fascism yet, but they would do even better than Monarchy relative to Republic.
Conclusions: Republic reaches it relative peak strength in the later medieval era (when banking has been tech'd), but loses it again in the later industrial era after hospitals and especially bombard units like artillery/bombers have been researched. If your civ has a lot of towns in the pre-banking Medieval Era, Monarchy is definitely hands down the better decision in near to all cases.
Basically, a Republic being at war with another 'war gov' will absolutely lose out long term. War govs like Monarchy/Fascism/Communism can support far bigger army sizes and more reliably sustain nuclear power plants. Republics may be better however on lower difficulties, smaller map sizes with less war weariness, certain water based maps which are more easily defendable, AND/OR when going for more peaceful victory conditions.
Last edited: