Old n Slow
Emperor
I think that the Best government is still an open question. One can get a tech per turn in Fundy (in Despo as well if we want to push the thought), and one can easily field a reasonable army in a democracy with no discord -- Ive done both.
If one were forced to start in a government and stay there the entire game, great players still differ -- Smash advocates Commy, Cliff wants democracy, Starlifter also wants democracy (but some time back wanted to run a power Fundy).
Key points to keep in mind -- the advanced governments use two food per settler/engineer, so they will be a bit slower at the outset. This is much less of a problem later on, since the lower corruption/waste allows offsets with the citizen placement choices (as well as time to irrigate, build harbors etc.) Aside from the food problem, it makes little sense to stay with a primitive government when an advanced one is available.
I think that Fundy may be the easiest to play -- in that there is no discord of citizens; I think that democracy offers the widest variety of options, and has the potential for the fastest growth.
Tips -- for a tech per turn in Fundy, get your cities to celebrate (note the increase in trade arrows) and then ship trucks hither & yon collecting coins and beakers. Keep at least an Einstein in play.
For fielding an army in Democracy, set up a couple of size two cities (one citizen on a mined oil well, other on a mined hill, city space set for no growth) add in a factory (have Hoovers and JSB of course) -- should be able to support 20+ units (similar story with buffalo & two hills.) Build vet units elsewhere & re-home to this city. SSC, a port, has Shakes & is the home of all the war ships (again vets built elsewhere).
If need be, set up a small district of RR trees & plant a network of ICS type cities to house the land units & air force. Since JSB hits the unhappy status AFTER the unit check (which is why temples wont get the job done) this is critical for democracy at war (otherwise one can field a unit per city & keep track of the unhappiness that way.)
If one were forced to start in a government and stay there the entire game, great players still differ -- Smash advocates Commy, Cliff wants democracy, Starlifter also wants democracy (but some time back wanted to run a power Fundy).
Key points to keep in mind -- the advanced governments use two food per settler/engineer, so they will be a bit slower at the outset. This is much less of a problem later on, since the lower corruption/waste allows offsets with the citizen placement choices (as well as time to irrigate, build harbors etc.) Aside from the food problem, it makes little sense to stay with a primitive government when an advanced one is available.
I think that Fundy may be the easiest to play -- in that there is no discord of citizens; I think that democracy offers the widest variety of options, and has the potential for the fastest growth.
Tips -- for a tech per turn in Fundy, get your cities to celebrate (note the increase in trade arrows) and then ship trucks hither & yon collecting coins and beakers. Keep at least an Einstein in play.
For fielding an army in Democracy, set up a couple of size two cities (one citizen on a mined oil well, other on a mined hill, city space set for no growth) add in a factory (have Hoovers and JSB of course) -- should be able to support 20+ units (similar story with buffalo & two hills.) Build vet units elsewhere & re-home to this city. SSC, a port, has Shakes & is the home of all the war ships (again vets built elsewhere).
If need be, set up a small district of RR trees & plant a network of ICS type cities to house the land units & air force. Since JSB hits the unhappy status AFTER the unit check (which is why temples wont get the job done) this is critical for democracy at war (otherwise one can field a unit per city & keep track of the unhappiness that way.)