I must say that this took a while.
At the moment in RoM and even Vanilla, all the civics seem to just give random bonuses and use the names to represent the differences. This is the complete first draft. I supplied numbers, but they are estimations and only discussion and play-testing will produce the final result. And the descriptions are general and will need to be worked on.
New Civic Update: Version 0.1
Government
Government represents the size, scope, and role of the state in the civilization. Since the state has all the power, it is able to direct the civilization into a certain broad direction. Other civic columns and in-game decisions will bring that broad direction to a more specific direction, but Government sets the foundation.
> Chiefdom
Bonuses: +1 food from Farms; +1 hammers from Mines and Quarries; +2 happiness from Monument; +10% maintenance
Requirements: Default
Cost: Low Upkeep
Description: Chiefdom is a weak autocratic state ruled by a leader known as a chief. Chiefdoms can be simple and composed of only one settlement, or it can be a confederacy of different tribes or a complex chiefdom ruled by a paramount chief. The defining element from Chiefdom is the sense of community. Chiefs often rule over a very small amount of people, so it is far easier for him to direct day-to-day activities. Chiefdoms are good for new civilizations or struggling civilizations that are underdeveloped and want enhanced local government, but offer little benefit and more expenses to larger civilizations. Chiefdoms were common during the Neolithic period and were the governments commonly used by nomadic people such as the Native Americans.
> Despotism
Bonuses: +1 unhealthiness from sacrificing population (no unhappiness penalty); +10% military production; +50% production for Barracks and Garrison; +1 happiness per Police Squad garrisoned in city
Requirements: Slavery
Cost: Low Upkeep
Description: Despotism is a form of autocratic government where the ruler has absolute power over his/her subjects. Despots do not need to be cruel military dictators, although they often are. Peaceful despots could use their power to subdue slaves in order to produce great public works for his/her citizens. However, cruel despots, known as tyrants, can use their absolute power to abuse his/her subjects and slaves in order to fund massive military campaigns. Despotism was common in ancient times with examples being the Egyptians, Sumerians, Assyrians, Mycenaean Greeks, and others, and also is seen in present day with military dictatorships such as Myanmar, Somalia, Liberia, Sierra Leone, and others.
> Monarchy
Bonuses: +2 experience points for new military units; +50% culture in all cities; unlimited Noble specialists; -1 turn of Anarchy from civics switch (has to be at least one turn); +25% Golden Age length
Requirements: Monarchy
Cost: Medium Upkeep
Description: Monarchy is a broad form of autocratic government common throughout human history. It is commonly associated with a hereditary line of succession of rulers. While Despotism is associated with unstable government and military dominance at the expense of the people, Monarchy is often associated with a slower rate of conquest but cultural and economic growth and stable government. Monarchies have existed in almost every part of the world, but the most famous monarchies in history are the Roman Empire, Britain, France, Spain, China, the Ottoman Empire, and the Islamic Caliphate.
> Republic
Bonuses: +2 happiness per city; +50% war weariness; +25% Anger Duration from Sacrificing Population; +25% culture in all cities; -25% maintenance; +1 commerce and +1 production from Cottage, Hamlet, Village, Town after discovery of Constitution
Requirements: Democracy
Cost: Low Upkeep
Description: A Republic is a government that is characterized by a lack of autocratic rule and some involvement of the people. In almost all cases, democracy is a key component of a republic, although some republics have been closer to oligarchies than democracies. In a Republic, following the law or constitution is regarded as more important than submitting to the peoples' demands. Common examples of Republics are Athens, the Roman Republic, and the early United States.
> Fascist
Bonuses: +1 happiness per garrisoned military unit; can draft 1 unit per turn; +25% maintenance costs; all military units start with Fanatic promotion; -50% Great Person rate; all corporations headquarters are moved to the capital
Requirements: Fascism
Cost: High Upkeep
Description: Fascism is a totalitarian nationalist government strongly influenced by militarism, statism, collectivism and nationalism. The Fascist government conditions its citizens at birth to believe the country is more important than their own lives. While much of the population submits to the fascist ideology, some speak against it, and those people are quickly silenced by the military. The citizens of a Fascist nation are conditioned to accept and even prefer authoritarian law and conscription, of which is an honor in the country. Soldiers are conditioned to value the state over their very lives, and thus are more likely to sacrifice themselves in order to win battles. Economically, Fascist nations nationalize their corporations. The most common examples of fascist states are Nazi Germany and Mussolini's Italy.
> Communist
Bonuses: Corporations have no effect; +2 commerce from workshops; cottages, hamlets, villages and towns do not develop and give no commerce; 0% Great Person rate in all cities; +50% unit production in all cities
Requirements: Communism; Planned economy civic
Cost: High Upkeep
Description: Communism is often referred as the higher phase of Marxist Communism, opposed to Socialism being the first phase. A Communist government, however, is the transitional government used by countries wishing to move from another country into the first and later the higher phase of communism. Communist governments are generally led by a political party calling themselves the Communist Party, although it can also be led by an autocrat such as Stalin or Mao Zedong. While there are many forms of communism, the common components of all forms are a banishment of private property, the outlawing of corporations, social and economic equality, and a substantial boost to production. Common examples of Communist governments are the Soviet Union, the Peoples Republic of China, Vietnam, former Yugoslavia, ETC.
> Democracy
Bonuses: +1 happiness per Police Squad garrisoned in city; +25% war weariness; +25% commerce in all cities; +1 food from cottages, hamlets, villages and towns; can draft 1 unit per turn; +2 unhappiness in all cities with Slavery economy civic
Requirements: Representative Democracy
Cost: Medium Upkeep
Description: Democracy represents a form of government where the people elect representatives who make up the state and fulfill the wishes of the people. The distinct difference between a Representative Democracy and a Republic is that a Republic exists to protect the people and Democracy exists to serve the people. The people entrust the government with the power of income taxation that can be used to finish production. Since the people choose who to elect, they know they have a lot of power in government and thus are more likely to vocally oppose a war if one has dragged on too long and without much interest for the people.
Power
Power represents where the political power in the government lies. At this point, I am unsure as to what role the political power will play in game-terms, so I have left all of the descriptions and bonuses blank for now.
> Aristocracy
Bonuses: To Be Determined
Requirements: Default
Cost: To Be Determined
Description: To Be Determined
> Patrician
Bonuses: To Be Determined
Requirements: Trade
Cost: To Be Determined
Description: To Be Determined
> Bureaucracy
Bonuses: To Be Determined
Requirements: Civil Service
Cost: To Be Determined
Description: To Be Determined
> Vassalage (thinking this should be replaced)
Bonuses: To Be Determined
Requirements: Feudalism
Cost: To Be Determined
Description: To Be Determined
> Parliament
Bonuses: To Be Determined
Requirements: Constitution
Cost: To Be Determined
Description: To Be Determined
> Senate
Bonuses: To Be Determined
Requirements: Liberalism
Cost: To Be Determined
Description: To Be Determined
> President
Bonuses: To Be Determined
Requirements: Representative Democracy
Cost: To Be Determined
Description: To Be Determined
Society
Society represents the most common traditions and values of your civilizations society. Early in history, you are able to decide the social hierarchy of your civilizations society. After the Enlightenment era, however, new civics representing influential political movements are available to you. These civics affect society itself, so what civic you choose will have an effect on how your citizens view your in-game decisions and choice of building projects. If you behave contrary to their beliefs, they may be less productive and unhappy, while following their beliefs will result in the opposite.
> Tribal
Bonuses: +1 happiness for every food resource (duplicates do not count); -25% war weariness; +2 unhappiness in every city per number of cities; no risk of revolution
Requirements: Default
Cost: No Upkeep
Description: Tribal represents an agrarian society with a low population and a strong sense of community. Tribal societies have little desires except survival, so they are happy in areas with plentiful food and are not afraid of going to war. Tribal societies are generally the type of society that exists prior to the society becoming a civilization, so it is it is nearly impossible to maintain an empire.
> Proletariat
Bonuses: +40% production for the following buildings: Granary, Butchery, Forge, Lighthouse, Healers Hut, Temple, Aqueduct, Bakery, School, Public Transportation, Hospital, Water Treatment Plant; +2 health and +1 happiness in all cities after construction of Labor Union; +15% maintenance costs in all cities
Requirements: Democracy
Cost: Medium Upkeep
Description: Proletariat represents a society ruled by proletariats, otherwise known as the lower or working class. Under such a society, the interests of the proletariats are regarded as more important than that of the bourgeois. Early in history, a Proletariat society would place production of buildings necessary for farmers and artisans in top priority, and in modern times a Proletariat society would build public works more cheaply. Neo-liberalism, populism and progressivism are modern examples of Proletariat ideology.
> Bourgeois
Bonuses: +40% production for the following buildings: Library, Market, Jewellery, Brothel, Doctors Office, Port, University, Factory, Oil Refinery, Skyscraper, Industrial Park, Power Plants; +2 happiness in all cities after construction of Central Bank; +15% maintenance costs in all cities
Requirements: Monarchy
Cost: Medium Upkeep
Description: Bourgeois represents a society ruled by the bourgeois, otherwise known as the middle and upper classes. Under such a society, the interests of the bourgeois is regarded as more important than that of the proletariats. Early, a Bourgeois society would place production of buildings necessary for merchants, scientists and bankers in top priority, and in modern times a Bourgeois society would build industrial buildings more cheaply. Protectionism and in some countries conservatism are modern examples of Bourgeois ideology.
> Feudal
Bonuses: +1 happiness per Noble specialist; workers build improvements 50% faster; +1 unhealthiness in all cities; can build Manor building; +1 food from workshops; can sacrifice population to finish production
Requirements: Feudalism
Cost: High Upkeep
Description: Feudal in most instances represents the social structure used during the Medieval period. It consists of peasants bound by contract as serfs to lords. The lords own manors with large amounts of farmland which the serfs work for payment and protection. However, as demonstrated by Friedrich Hayek in his novel
Road to Serfdom, the practices of economic central-planning governments can lead to a modern form of feudalism, replacing the lords with the government and the serfs with all citizens.
> Liberal
Bonuses: +50% culture in all cities; +50% Great Person birthrate; +1 extra happiness from Broadcast Towers; +25% war weariness; +1 production from Village, Town; cannot be combined with Fascist or Communist government civics
Requirements: Liberalism
Cost: No Upkeep
Description: Liberal represents the liberal political ideology. A liberal society regards civil liberties, free speech and being the best you can be with great worth. Due to the acceptance of civil liberties, a Liberal society cannot live under a Fascist or Communist government, both of which operate by prohibiting liberty.
> Nationalist
Bonuses: +10 free units; no unhappiness from drafting; foreign corporations have no effect; -25% war weariness; no risk of revolution
Requirements: Nationalism
Cost: High Upkeep
Description: Nationalist represents a society that believes people should work and fight for their country over themselves. Nationalism leads to a higher number of volunteer soldiers, less anger over conscription, and less anger over a long war. However, nationalism also leads to a large sense of nativism and a lack of acceptance of buying imports.
> Marxist
Bonuses: +1 happiness with Communist government civic; +1 happiness with Planned economy civic; +1 food from workshop
Requirements: Marxism
Cost: Low Upkeep
Description: Marxist represents a society that believes capitalism exploits workers and believes in an abolition of social class structure. Marxism is often considered to be what led to the creation of communism, socialism and planned economies.
Economy
Economy represents the economic policy the government has in place. Every economic civic has bearing on commerce and trade in your civilization.
> Barter
Bonuses: All wealth is converted to commerce; +1 commerce from Farm, Pasture, Workshop, Plantation, Orchard
Requirements: Default
Cost: No Upkeep
Description: Barter represents an economy with a lack of currency. The economy runs on the exchange of goods and services without a medium of exchange. As there is no currency, money cannot be added to the treasury and is instead converted directly into commerce. Since barter economies rely on the exchange of goods, improvements that produce goods improve the economy better than cottages.
> Slavery
Bonuses: Can sacrifice population to finish production; Unlimited Slaves; +1 commerce from Plantation, Workshop; +1 happiness and +1 unhealthiness per Slave specialist
Requirements: Slavery
Cost: Low Upkeep
Description: Slavery represents an economy that requires the enslavement or involuntary servitude of humans in order for the economy to function. Slavery economies often involve the collection of cash crops, the mass production of products, and a plethora of building projects. Famous examples of economies with slavery at its foundation are Greek Sparta, the Roman Empire, Egypt, and the more modern Confederate States of America.
> Mercantile
Bonuses: No foreign trade routes with non-Mercantile-using civilizations; +1 commerce from domestic trade routes; +50% increase of wealth in treasury
Requirements: Mercantilism
Cost: Medium Upkeep
Description: Mercantile represents an economy using the mercantile system. The mercantile system believes that the volume of the world economy is constant and the prosperity of a nation is equivalent to the amount capital owned by that country. Capital is represented by gold and silver bullion owned by the government, and the government actively attempts to make the exports higher than imports in order to create a net gain of capital. The government does this by increasing tariffs, or taxes on imports. Civilizations not using the mercantile system tend to choose not to trade with mercantilist nations due to the high tariffs, so trade is restricted to domestic trade and foreign trade with other mercantilist nations where the tariffs balance out. Some scholars consider it to be an early form of capitalism while others consider it to be an entirely different economic theory.
> Laissez-Faire
Bonuses: +1 trade routes in all cities; double development speed of cottages, hamlets, villages and mines; +1 production from cottages, villages and mines; Central Bank has no effect until after discovery of Industrialism; Labor Union has no effect; +1 commerce on all road and railroad tiles; +1 unhealthiness in all cities
Requirements: Economics
Cost: Low Upkeep
Description: Laissez-Faire is a French term meaning let do. Laissez-Faire represents many types of capitalism, including the Chicago School, the Austrian School, monetarism, and supply-side economics, all of which believe the government should not intervene in the economy through regulations. Until the formation of the Federal Reserve System, laissez-faire economists were against the idea of a Central Bank. Due to lack of regulations, workers prefer having higher wages than better working environments, thus decreasing their health. Time periods using laissez-faire economics are characterized as having a massive boost in production and increased foreign and domestic trade.
> Planned
Bonuses: +1 food and +1 commerce from workshop; +50% production of World Wonders; +50% production of Projects; no trade routes; +25% maintenance costs in all cities; +50% corporate maintenance costs; -25% commerce in all cities
Requirements: Communism
Cost: High Upkeep
Description: Planned represents an economy completely controlled, owned and planned by the government, otherwise known as state capitalism. Under a planned economy, all labor, capital, production, agriculture, utilities, and finances are run by the government, and all service businesses are owned by the government. Because there are no private companies, no trade exists. Planned economies are able to concentrate their resources on major projects such as world wonders and world projects, but are very costly to maintain.
> Keynesian
Bonuses: Can use wealth to hurry production; +25% corporate maintenance costs
Requirements: Industrialism
Cost: Medium Upkeep
Description: Keynesian represents the form of capitalism as advocated by economist John Maynard Keynes. Keynes advocated a mixed economy where the government intervenes in the economy in order to increase demand and stimulate the economy. The expensive regulations and bureaucracy used to maintain the interventionist policies come from taxation with a bulk of the taxes coming from corporations. Keynesian economists believe in smoothing the business cycle, which causes booms and busts, by raising taxes and interest rates to cool the economy and lowering taxes and interest rates to stimulate it. The result is a relatively stable economy void of depressions and panics, but also of giant boom periods. Keynesians also believe the government should actively invest in infrastructure as a method of increasing demand.
> Corporatist
Bonuses: +1 trade routes in all cities; corporations that use the same resources can coexist in the same city; spreading corporations costs no wealth; can build unlimited executives; foreign corporations have no effect ; +5 unhappiness in all cities
Requirements: Globalization
Cost: High Upkeep
Description: Corporatist represents an economic policy that is geared toward giving the highest possible profits and highest possible growth to domestic corporations at the expense of consumers and workers. Corporatism can be caused either by corporate executives running the government or from bribes by corporate lobbyists. Corporatism leads to a large amount of wealth accumulated by the government and a much lower cost of maintaining corporations, but it severely angers the bulk of society: the working class, so it should only be used if you are sure you can satisfy the people with buildings and resources. As of now, no country has employed a corporatist economy.
Religion
Religion is a broad category that represents with different civics the relationship between the clergy and the state, how religion is spread, and the general beliefs toward religion itself.
> Prophets
Bonuses: +1 happiness with The Oracle; no state religion; all religions in your civilization spread (like having a Temple) without Open Borders; can build missionaries without monasteries
Requirements: Default
Cost: No Upkeep
Description: Prophets represents religion spreading through the orations of wandering prophets. The state is too primitive at this point in order to control the spread of religion, so religions spread easily throughout your civilization and foreign civilizations geographically near you without the need of open borders agreements since the prophets have no political allegiance.
> Imperial Cult
Bonuses: +7 free units; +1 experience for new military units; +2 happiness with Monument; -25% culture in all cities
Requirements: Mysticism
Cost: High Upkeep
Description: Imperial Cult represents a state-run cult that forces all citizens to worship the civilizations rulers as gods. The state uses this religion as justification for military campaigns. A classic example of a civilization employing an imperial cult is ancient Egypt and modern North Korea.
> Free Church
Bonuses: Can build missionaries without Monasteries; cities with state religion build buildings +25% faster; +2 happiness in cities with state religion; +50% Great Person birthrate in all cities; +1 trade route and 25% commerce in holy city of state religion
Requirements: Monotheism
Cost: Medium Upkeep
Description: Free Church represents a strong central church that is independent from the state. Technically, the state has authority over the church, but the church is often exhibits more power than the state. In some cases, a strong free church can infiltrate the state and employ theocracy, but not in all cases. An example of a strong free church is the Roman Catholic church during the Medieval era.
> State Church
Bonuses: Can build missionaries without Monasteries; cities with state religion build buildings +25% faster; +25% culture in all cities; -25% science in all cities; +1 trade route and +25% commerce in capital city
Requirements: Theology
Cost: Medium Upkeep
Description: State Church represents a religion run by a church that is owned and operated by the government. In a theocracy, the clergy have power over the state, but in a state church the state has power over the clergy. Similarly to Free Church, the church is powerful and has influence on the civilization. However, commerce and trade increases in the capital city rather than the holy city due to the states centralization of religion.
> Intolerant
Bonuses: Can build Crusader without King Richards Crusade; all new Gunpowder units start with Fanatic promotion; +7 free units; must have state religion; all non-state religions are removed from all cities in your civilization except holy cities; no non-state religion spread; -50% science in all cities
Requirements: Fundamentalism
Cost: High Upkeep
Description: Intolerant represents a society that is extremely intolerant of all non-state religions and scientific research that could undermine their religion. An intolerant society, with the help of the church and/or the state, eradicates all non-state religions in your civilization through an inquisition. In addition, all soldiers are conditioned to fight to the death for their religion and are guaranteed a good afterlife if they do so. Intolerant is great for creating a massive religious military campaign, known as a crusade or holy war, but completely undermines all scientific and technological advancement. Examples of intolerance are Europe during the Crusades, the Spanish Inquisition, and modern Islamic Jihadists.
> Secular
Bonuses: No state religion; +1 happiness per non-state religion in a city; +50% culture in all cities
Requirements: Humanism
Cost: Low Upkeep
Description: Secular represents a complete separation of church and state. Specific religions are given no special benefits from the state and all religions are accepted and guaranteed rights in the civilization. An example is the United States.
> Atheist
Bonuses: No state religion; religions have no effect; +1 unhappiness per non-state religion in a city; +50% science in all cities; +1 happiness from Broadcast Tower; +1 happiness from Theater; no spread of non-state religion
Requirements: Biology
Cost: Medium Upkeep
Description: Atheist represents a society with a distrust of all religions and atheism set as the state religion. Religions are not allowed to hold public displays nor try to convert others to their religion, which angers anyone who practices a religion. However, religions are allowed to preach and exhibit their history on the radio and in plays, which helps balance the unhappiness.