Does the planet management lead to the palace bug? Like one turn losing the palace returns because of citizens management?
That bug has been removed eons ago.
Hell, I even gave a strong hint and no one gave answer. People gotta think. Everyone is capable of doing so. Or Raul Colombo is gonna rule the universe in no time and already he rules hard!
Yes yes Monarchy is of course awesome in the early game, but it's one of the two government civics that doesn't allow rush-buying, which is kind of a downer when you need to build infrastructure in newly colonized star systems fast.
Speaking of, let's talk civics everyone:
There are four columns with five options in the first and four options in the latter two each. Since there are no great people you will only experience one or two Golden Ages in the entire game, and thus will want to minimize the number of switches you make in order to avoid anarchy. Halis is exempt from this and can switch every five turns without a second thought thanks to their trait.
Typically you will want to make your first switch once your first or second Colony Ship is on the way to its destination, on normal and quick speed two civics at once to save on anarchy. Since the Labor and Economy civics are unlocked later this means a switch in the military and government categories.
A rundown of the civics ordered after column:
Pacifism is the first civic that comes online in the military category, and is available pretty early. Giving a +15% Production bonus on everything in exchange for extra upkeep on units, it's a solid choice if you aren't actively preparing for war. If you are then skipping it and directly going for Light Ship Doctrine might be a good idea. Both are good civics for the entire game depending on your needs, but some might want to switch to Capital Ship or Squadron Dotrine later on. The three Doctrine civics decrease the cost of certain unit categories, with the latter two also giving happiness with Capital Ship Yards and Squadron Factories respectively. When in doubt pick the civic that decreases the cost of your unique unit, or Pacifism for the Avowers and Red Syndicate.
Next up are the government civics, which all become available rather early. Monarchy is basically Bureaucracy from BtS with low Upkeep, while Democracy is a Representation-Universal Suffrage hybrid that gives +3 Happiness in your biggest cities and enables rush-buying. Technocracy also allows it, but swaps the happiness with extra research in all cities and a small commerce boost in the capital. Police State is like its Vanilla counterpart extremely geared for war but pretty useless in peace. Unless you plan on waging eternal war the decision is Monarchy vs. the two rush-buying civics, or strong capital vs. good colonies.
Labor has only three civics besides the default, all of which are enabled by mid to late game techs. Mechanized Workforce and Slave State both provide extra hammers in exchange for happiness (+10% Production in all cities for 1 unhappiness in biggest cities vs. whipping and drafting) in one way or other while the later arriving Utopia gives Food, Happiness and Health but subtracts Production and Commerce. Pick Slave State if you have an abundance of food, Utopia if you are lacking it and else Mechanized Workforce.
The final category, Economy, is similar to Labor in that its civics arrive rather late and there's only three options besides the default. Industrialism gives extra hammers but less health, Environmentalism raises each and every planet's pop cap but comes with a hefty commerce penalty and Planned Economy removes all distance maintenance costs in systems. Since the last one is enabled very late and is obviously best used in large sprawling empires it comes down to the first two in most cases: Industrialism if you have a high health, Environmentalism if you have a high happiness cap and when you have awesome but small planets.
I think I'm missing something but I'm getting tired so good night everyone.