-Government: Basic form of government you have
Anarchism: None/None, None
Chiefdom: Chiefdom/Low, lower support costs
Despotism: Caste System/Low, Production
Absolute Monarchy: Monarchy/Medium, Less Maintenance
Direct Democracy: Democracy/Astronomical, much happy, great people
Republic: Democracy/Medium, happy, culture
Constitutional Monarchy: Parliaments/Medium, less maintenance, can build Parliament
Representative Democracy: Representative Democracy/Medium, happy, gold
Fascist: Fascism/Low, espionage/military production
-Rule: How your people are governed
Anarchy: None/None
Obedience: Chiefdom/None, -10% maintenance
City States: Masonry/None, no maintenance for # of cities
Unitary: Code of Laws/High, +10% production
Magistrates: Mail/Low, happy, workers build faster
Vassalage: Feudalism/Low, +20% production/gold in capital
Confederacy: Political Philosophy/Low, +1 trade routes, -75% maintenance # of cities
Federal: Representative Democracy/High, happy, stability, less maintenance, better trade
-Administration: Whose interests the government serves
None: None/None
Patriarchy: Cultural Identity/None, workers build faster, production
Matriarchy: Cultural Identity/None, less food to grow
Nobility: Aristocracy/Low, culture
Junta: Military Training/Medium, military production, great general
Theocracy: Priesthood/Medium, more production with state religion
Plutocracy: Currency/Low, gold
Populism: Democracy/High, happy, citizens give +1 culture/gold
Bankocracy: Banking/High, banks give more gold/anger
Corporatocracy: Corporations/Medium, corporations are cheaper/anger
Technocracy: Communication Networks/High, scientists/engineers give +1 science
-Society: How society is structured
Primitive: None/None
Tribal: Tribalism/None, culture
Caste System: Caste System/None, unlimited specialists
Proletariat: Democracy/None, improvements grow 100% faster
Bourgeois: Aristocracy/None, all specialists give +1 culture
Feudal: Feudalism/Medium, production from farms
Liberal: Liberalism/None, great person, happy
Nationalist: Nationalism/None, military production, less war anger
Marxist: Marxism/High, +3 free specialists
Egalitarian: Minority Rights/High , +1 free specialist, great person
-Economy: Basic makeup of economy
Survival: None/None
Subsistence: Pottery/None, food
Trade: Trade/None, trade routes
Manorialism: Feudalism/None, +1 commerce from farms
Guilds: Guilds/None, allows guild buildings
Mercantilism: Mercantilism/High, no foreign trade/corporations, +25% gold, 50% inflation
Free Market: Economics/Low, +1 trade routes, +15% commerce, 3 unhealth
Corporatist: Industrialism/Medium, corporations much cheaper, corporation buildings give gold/anger
Planned: Communism/High, no corporations, +20% hammers, -50% hurry cost
Regulated: Applied Economics/Medium, corporations more expensive, -15% inflation, +5% hammers
Green: Ecology/High, Health, corporations more expensive, -5% commerce/hammers, less pollution, forest preserve +1 commerce
-Religion: Civilizations view on religion
Irreligious: None/None
Folklore: Ritualism/None, culture bonuses from myths
Divine Cult: Divination/Medium, priests give +1 hammer, no anger in capitol
Prophets: Divination/None, +1 free priest all
State Church: Priesthood/High, cities with religion +15% production, unlimited priest, bonus to shrines
Organized Church: Papacy/Low, +15% GP with religion, priests give +1 culture
Free Religion: Humanism/Low, +1 happy per religion
Secular: Social Contract/Low, +20% culture
State Atheism: Fascism/Medium, +15% science
-Military: How your empire recruits soldiers
Militia: None/None, military produced with food
Tribal Warfare: Tribalism/Low, +15% military production
Conscripting: Military Training/Medium, Gunpowder/melee units +33% faster
Volunteer Army: Military Training/Medium, -15% military production, +6 xp
Mercenaries: Currency/None, military +1 support, +12 xp
Pacifism: Philosophy/None, +50% war anger, -33% military production, +33% culture, +20% GP
Feudalism: Feudalism/Medium, +3 free nobles, +10% military production
Unmanned Warfare: Military Robotics/High, Drones/Robots +50% production, -25% war anger
Cloning: Mainstream Cloning/Medium, Clones/infantry +33% production, -20% war anger
-Currency: What your currency is/backed by
No Currency: None/None
Barter: Barter/None, +50% production/food from trade
Metals: Mining/None, mines +1 commerce
Coinage: Currency/Medium, +10% commerce
Banknotes: Banking/None, Banks give +10% gold
Paper Money: Paper/Low, +15% gold, +40% inflation
Gold Standard: Banking/Astronomical, -10% gold, -75% inflation
Credit: Applied Economics/Low, +25% gold, +75% inflation
-Education: Who teaches who in society
No Education: None/None
Elders: Cultural Identity/None, +5% culture, +1 xp
Scholars: Writing/None, +5% science
Private Education: Compulsory Education/None, +10% science, +3% commerce
Corporate Education: Industrialism/Low, +10% science, corporations -25% maintenance
Compulsory Education: Compulsory Education/Medium, +15% science
Socialized Education: Communism/High, +20% science,
E-Education: Computer Networks/Low, +20% science, +1 unhealth
Rapid Education: Exocortex Networks/High, same
Instant Education: Mind Uploading/Astronomical, same
-Training: What the youth are taught
Ignorance: None/None
Oral Tradition: Oral Tradition/None, +5% science
Hunting Tactics: Hunting/None, hunters trained 33% faster, have +3xp
Military Tactics: Military Training/Medium, +15% military production, +5xp
Written Tradition: Writing/None, +10% science
Religious Training: Priesthood/None, +5% science, monasteries/missionaries +25% faster
Apprenticeship: Guilds/None, guilds give +5% science, +3 free specialists
Core: Compulsory Education/Medium: +15% science
Propaganda: Propaganda: -5% science, +20% espionage, +5% production, military trained +10% faster
Mind Control: Mind Uploading/Astronomical: +10 anger, allows mind control center
-Labor: How the workforce is organized
Unorganized Labor: None/None, -5% production
Community Labor: Community/Low, workers trained 25% faster
Skilled Labor: Currency/None, +5% commerce
Serf Labor: Feudalism/Medium, Farms give +1 food
Capitalist Labor: Economics/Low, +3 unhealth, +10% commerce, +1 free specialist
Centralized Labor: Communism/High:+10% hammers, workers build faster
Socialized Labor: Labor Union/High: +3 health, +1 happy, -5% production
Post-Labor: Androids/Astronomical: +3 free android workers, +50% faster training of Android Worker (unit)
-Immigration: Stance on immigration/emigration
No Borders: None/None, no secure borders,
Open Borders: Alphabet/Low, +1 trade, +10 crime/disease, -10% grow
Closed Borders: Alphabet/High, +1 health/happy, +10% grow
Wealthy Only: Applied Economics/Medium, +5% gold
Skilled Only: Applied Economics/Medium: +5% science
Secure Borders: Surveying/Medium: bonus to foreign trade
-Agriculture: How agricultural sector is organized
No Agriculture: None/None, same
Subsistence Agriculture: Agriculture/None, same
Privatized Agriculture: Currency/None, -15% grow
Agricultural Guilds: Guilds/None, +25% food from trade
Subsidized Agriculture: Applied Economics/Medium, +10% food
State-Run Agriculture: Communism/Astronomical, farms -1 food/+1 hammer, -30% grow
Green Agriculture: Ecology/High: +3 health, -5% food
-Utility: Who owns the water/power supply
No Utilities: None/None
Private Utility: City Planning/None, public works buildings don't give -gold
Public Utility: City Planning/Medium, public works buildings give +production
-Welfare: How the needy receive help in society
Individualism: None/None, +2xp
Charity: Community/None, +1 health from some buildings
Church: Karma/None, +1 health from monasteries
Private: Currency/None, merchants give +1 health
Subsidized: Applied Economics/Medium: + health from some buildings, +1 happy
Corporate: Industrialism/Medium, corporations -40% maintenance, give +1 health
Socialized: Labor Union/High, poor housings gives health, +2 happy
-Property: Who owns the land in society
Communal Land: None/None
Private Land: Sedentary Lifestyle/None, +10% commerce, +1 happy
Fiefdom: Feudalism/Medium, farms give +1 production
Subsidized Land: Applied Economics/Medium, cottage/hamlet/village/town +1 food
State Land: Communism/High, houses give +1% production
-Justice: How justice is dealt in society
Vigilantism: None
Combat Trial: Conduct/Low, +2 xp
Common Law: Code of Laws/Medium, -20% maintenance
Religious Law: Theology/Low, temples give - crime
Adversarial Law: Jurisprudence/Medium, courthouses give -crime
Fascistic Law: Fascism/Low, courthouses give +espionage/anger
-Language: How the people communicate with each other
No Language: None, None
Native Language: Language/None, same
Trade Language: Trade/None, same
Interpreters: Writing/Low, same
Language Education: Compulsory Education/Medium, same
Global Language: Globalization/None, same
Universal Translator: Universal Translator/High, same
Telepathy: Mind Uploading/Astronomical, same
-Garbage: How trash is disposed of in society
Garbage Anywhere: None/None, unhealth
Burn Garbage: Fire Making/Low, can make trash fire
Waste to Sea: Seafaring/Medium, sea port
Landfills/Medium, Landfill
Waste Exportation: Economics/High, waste shipment location
Waste to Energy: Industrialism/Medium, Waste Incinerator Plant
Off-Planet Dumping: Astronautics/Astronomical, Garbage Space Port, National Garbage Space Port