Government
+Despotism
Upkeep: Low
+City States
Upkeep: Low
-80% distance maintenance
-25% Gold
-10% Culture
+God King
Upkeep: High
+1 Happy from State Religion
+50% hammers, +50% Gold in capital
+10% distance maintenance
+Aristocracy
Upkeep: Low
+2 Gold from Farms
-1 Food from Farms
+Monarchy
Upkeep: Medium
+1 Happy per military unit stationed in city
Allows the building of the Royal Guard
+Republic
Upkeep: Medium
+3 Happy in 5 largest cities
Unhappiness penalty for all Civs without Republic
+10% Culture
Cultural Values
+Naturalism
Upkeep: Low
-1 Happy
+Religion
Upkeep: Low
+1 Happy in cities with the state religion
+Social Order (The Order only)
Upkeep: Medium
+1 Happiness from Courthouse, Palace, Forbidden Palace, Winter Palace and Basilica
+10% Military Production
+Nationhood
Upkeep: Low
Can draft 3 units per turn
+2 happy per Barracks
-25% War Weariness
-10% Culture
+Liberty
Upkeep: Medium
+100% Culture in all cities
+50% War Weariness
-2 Happy per Dungeon
Unlimited Artists
+Consumption
Upkeep: Medium
+10% Gold
+1 Happy from Market, Tavern and Theatre
Labor
+Tribalism
Upkeep: Low
+Slavery (Octopus Overlords only)
Upkeep: Low
Can sacrifice citizens to finish production in a city
-1 Happy
25% of defeated units are captured as Slaves
+Arete (Runes of Kilmorph only)
Upkeep: Medium
+20% Great Person with State religion rate
Can spend gold to finish production
+Military State
Upkeep: High
+15% Military Production
-25% Culture
20% Population in Free Military Units
Can spend gold to finish production
+Serfdom
Upkeep: Low
Workers build improvements 50% faster
+10% Hammers
-10% Gold
Can spend gold to finish production
+Caste System
Upkeep: Medium
+1 Free specialist in every city
+2 Culture per specialist
Can spend gold to finish production
+Guilds
Upkeep: Medium
Unlimited Merchants
Can spend gold to finish production
Economy
+Decentralization
Upkeep: Low
+Conquest
Upkeep: Low
+2 XP
Food produces military units
Grants a bonus 25-75 gold when cities are captured
+Agriculture
Upkeep: Low
+1 Health in each City
+Mercantilism
Upkeep: Low
No foreign trade routes
+10% Gold
+1 Happy from Market
-2 Happy from Thieves Guild
+Foreign Trade
Upkeep: Low
+1 Trade routes per city
-10% Gold
+20% Culture
Unhappiness penalty for all Civs without Foreign Trade
+Guardian of Nature (Fellowship of Leaves only)
Upkeep: High
+5 health in all cities
-10% Military Production
+1 happy from jungle, forest
+2 Happy from Grove
Religion
+Paganism
Upkeep: Low
+Organized Religion
Upkeep: Medium
Cities with state religion construct buildings 25% faster
+Theocracy
Upkeep: Medium
+2 XP in cities with state religions
No non-state religions spread
+Pacifism
Upkeep: Low
+50% great person birth rate in cities with state religion
+25% War Weariness
+1 gold support cost per military unit
-2 Happy per Colosseum
-2 Happy per Hippodrome
+Free Religion
Upkeep: Low
No state religion
+1 happy per religion in a city
+10% research in all cities
Can use all religion specific civics
+Crusade (Bannor only) (Loki)
You can only enter a crusade when you are at war.
+25% Military production.
-75% War Weariness.
-100% Great People rate modifier
While in the crusade the units they can make are limited (no settlers or workers).
While in the crusade the buildings they can make are limited (no elder council, market, obelisk, moneychanger, theatre, aqueduct, public baths, herbalist, carnival, courthouse, gambling house, granary, smokehouse or brewery).
5 turn anarchy period to start a crusade.
You cant initiate diplomacy with a civ you are at war with during a crusade (you have to wait for the AI to ask for peace or keep fighting).
Disciple units made during a crusade gain the Evangelist promotion.
Crusade only units:
[tab]Demagog
[tab]Flagbearer
Compassion
+Sacrifice the Weak (The Ashen Veil only)
Upkeep: None
-20% Great People rate
-2 Health per City
Can sacrifice citizens to finish production in a city
+10% Gold
+Fend for Themselves
Upkeep: None
-1 Health per City
+Basic Care
Upkeep: Low
+Protect the Meek
Upkeep: Medium
+1 Health per City
+1 Happy per Herbalist
+1 Happy per Infirmary
+Public Healers (Good only)
Upkeep: High
+1 Happy per Herbalist
+2 Health per City
+2 Happy per Infirmary
Education
+No School System
Upkeep: None
+Apprenticeship
Upkeep: Low
+2 XP for all units
-10% Military Production
+Military Discipline
Upkeep: Medium
+10% Military Production
+Religious Discipline
Upkeep: High
+10% research in all cities
-1 Happy from non-state religions
+2 Happy from State religions
Unlimited Priests
+Scholarship
Upkeep: High
+1 Happy per Library
+10% research in all cities
+20% War Weariness
Unlimited Scientists
+Despotism
Upkeep: Low
+City States
Upkeep: Low
-80% distance maintenance
-25% Gold
-10% Culture
+God King
Upkeep: High
+1 Happy from State Religion
+50% hammers, +50% Gold in capital
+10% distance maintenance
+Aristocracy
Upkeep: Low
+2 Gold from Farms
-1 Food from Farms
+Monarchy
Upkeep: Medium
+1 Happy per military unit stationed in city
Allows the building of the Royal Guard
+Republic
Upkeep: Medium
+3 Happy in 5 largest cities
Unhappiness penalty for all Civs without Republic
+10% Culture
Cultural Values
+Naturalism
Upkeep: Low
-1 Happy
+Religion
Upkeep: Low
+1 Happy in cities with the state religion
+Social Order (The Order only)
Upkeep: Medium
+1 Happiness from Courthouse, Palace, Forbidden Palace, Winter Palace and Basilica
+10% Military Production
+Nationhood
Upkeep: Low
Can draft 3 units per turn
+2 happy per Barracks
-25% War Weariness
-10% Culture
+Liberty
Upkeep: Medium
+100% Culture in all cities
+50% War Weariness
-2 Happy per Dungeon
Unlimited Artists
+Consumption
Upkeep: Medium
+10% Gold
+1 Happy from Market, Tavern and Theatre
Labor
+Tribalism
Upkeep: Low
+Slavery (Octopus Overlords only)
Upkeep: Low
Can sacrifice citizens to finish production in a city
-1 Happy
25% of defeated units are captured as Slaves
+Arete (Runes of Kilmorph only)
Upkeep: Medium
+20% Great Person with State religion rate
Can spend gold to finish production
+Military State
Upkeep: High
+15% Military Production
-25% Culture
20% Population in Free Military Units
Can spend gold to finish production
+Serfdom
Upkeep: Low
Workers build improvements 50% faster
+10% Hammers
-10% Gold
Can spend gold to finish production
+Caste System
Upkeep: Medium
+1 Free specialist in every city
+2 Culture per specialist
Can spend gold to finish production
+Guilds
Upkeep: Medium
Unlimited Merchants
Can spend gold to finish production
Economy
+Decentralization
Upkeep: Low
+Conquest
Upkeep: Low
+2 XP
Food produces military units
Grants a bonus 25-75 gold when cities are captured
+Agriculture
Upkeep: Low
+1 Health in each City
+Mercantilism
Upkeep: Low
No foreign trade routes
+10% Gold
+1 Happy from Market
-2 Happy from Thieves Guild
+Foreign Trade
Upkeep: Low
+1 Trade routes per city
-10% Gold
+20% Culture
Unhappiness penalty for all Civs without Foreign Trade
+Guardian of Nature (Fellowship of Leaves only)
Upkeep: High
+5 health in all cities
-10% Military Production
+1 happy from jungle, forest
+2 Happy from Grove
Religion
+Paganism
Upkeep: Low
+Organized Religion
Upkeep: Medium
Cities with state religion construct buildings 25% faster
+Theocracy
Upkeep: Medium
+2 XP in cities with state religions
No non-state religions spread
+Pacifism
Upkeep: Low
+50% great person birth rate in cities with state religion
+25% War Weariness
+1 gold support cost per military unit
-2 Happy per Colosseum
-2 Happy per Hippodrome
+Free Religion
Upkeep: Low
No state religion
+1 happy per religion in a city
+10% research in all cities
Can use all religion specific civics
+Crusade (Bannor only) (Loki)
You can only enter a crusade when you are at war.
+25% Military production.
-75% War Weariness.
-100% Great People rate modifier
While in the crusade the units they can make are limited (no settlers or workers).
While in the crusade the buildings they can make are limited (no elder council, market, obelisk, moneychanger, theatre, aqueduct, public baths, herbalist, carnival, courthouse, gambling house, granary, smokehouse or brewery).
5 turn anarchy period to start a crusade.
You cant initiate diplomacy with a civ you are at war with during a crusade (you have to wait for the AI to ask for peace or keep fighting).
Disciple units made during a crusade gain the Evangelist promotion.
Crusade only units:
[tab]Demagog
[tab]Flagbearer
Compassion
+Sacrifice the Weak (The Ashen Veil only)
Upkeep: None
-20% Great People rate
-2 Health per City
Can sacrifice citizens to finish production in a city
+10% Gold
+Fend for Themselves
Upkeep: None
-1 Health per City
+Basic Care
Upkeep: Low
+Protect the Meek
Upkeep: Medium
+1 Health per City
+1 Happy per Herbalist
+1 Happy per Infirmary
+Public Healers (Good only)
Upkeep: High
+1 Happy per Herbalist
+2 Health per City
+2 Happy per Infirmary
Education
+No School System
Upkeep: None
+Apprenticeship
Upkeep: Low
+2 XP for all units
-10% Military Production
+Military Discipline
Upkeep: Medium
+10% Military Production
+Religious Discipline
Upkeep: High
+10% research in all cities
-1 Happy from non-state religions
+2 Happy from State religions
Unlimited Priests
+Scholarship
Upkeep: High
+1 Happy per Library
+10% research in all cities
+20% War Weariness
Unlimited Scientists