Governments: Civilization 3 Complete V1.22 What you should know: Town: 1-6 population City: 7-12 population (requires fresh water or an aquaduct) Metro: 12+ population (requires a hospital or the Shakespeare's Theatre wonder) Hurry Method: you can either buy units or buildings (rate is 4 gold for a shield). Or you 'whip' people; 1 citizen for 20 shields. Corruption: how much commerce and production is wasted. War Weariness: When at war, your citizens can grow tired of the war and become unhappy. Or not. Draft Rate: the number of citizens a city can draft per turn. Military Police Limit: max number of units in a city that makes 1 unhappy citizen content. Unit Support: number of units that cost you no money. All units 'over the cap' cost you 1gpt. Under Republic they cost 2gpt, under Feudalism they cost 3gpt. 4 towns and 3 cities under Monarchy have 4x2 + 3x4 = 20 unit support. That means that every unit over the cap of 20 cost you 1gpt. Anarchy Anarchy happens when switching from one Gov to another - called revolution. It also happens when war weariness reaches 100% when under Democracy. Anarchy means you have no government at all. It lasts from 2 to 8 turns, dependent on the size of your civilization / map size. You don't want to be here. Worker Efficiency: 50% Hurry Method: None Corruption: Catastrophic War Weariness: none Draft Rate: 0 Military Police Limit: 0 Unit Support Town/City/Metro: 0/0/0 Notes: No city production, no research, Despo Penalty (see Despotism) Despotism A.k.a.: Despo 'Base' government, this is the government where you start with. Good for starting Civs with little income, happiness problems (lack of luxuries) or without the income to support a large military. Worker Efficiency: 100% Hurry Method: Forced labor Corruption: Rampant War Weariness: none Draft Rate: 2 Military Police Limit: 2 Unit Support Town/City/Metro: 4/4/4 Notes: Any square which produces more than 2 food, commerce, or shields produces 1 less. (aka 'Despo Penalty') Feudalism Good for civs with small towns (under pop 6). For countries that are behind at the start of a game and want to expand through war. Worker Efficiency: 100% Hurry Method: Forced Labor Corruption: Problematic War Weariness: Low Draft Rate: 2 Military Police Limit: 3 Unit Support Town/City/Metro: 5/2/1 Notes: Units over the cap cost 3 gpt Monarchy The lack of war weariness (WW) can be more valuable than the commerce bonus in Republic, if you plan to be at war for a long time. The presence of military police makes a good combination for small kingdoms at war and have an army a Republic can't support. Worker Efficiency: 100% Hurry Method: Pay citizens Corruption: Problematic War Weariness: none Draft Rate: 2 Military Police Limit: 3 Unit Support Town/City/Metro: 2/4/8 Fascism For reichs that are expanding, under developed and won't see peace any time soon... Worker Efficiency: 200% Hurry Method: Forced Labor Corruption: Nuisance War Weariness: None Draft Rate: 2 Military Police Limit: 4 Unit Support Town/City/Metro: 4/7/10 Notes: Pop declines when you change over. Culture is not produced until you have a popular majority. Higher chance of espionage mission success Communism A.k.a.: Commie Large civs (3 city cores) that have corruption problems in far away potentially big cities (Secret Police HQ). Good for war because there's no WW and good unit support. Worker Efficiency: 100% Hurry Method: Forced Labor Corruption: Communal War Weariness: None Draft Rate: 2 Military Police Limit: 4 Unit Support Town/City/Metro: 6/6/6 Notes: Higher chance of espionage mission success Republic A.k.a.: Repo For republics big enough to support their military; fighting short succesful wars. Long wars will cost you to keep your population happy. Most popular government because of the commerce bonus, the low WW and because there's less corruption than under Monarchy and Despotism. Worker Efficiency: 100% Hurry Method: Pay citizens Corruption: Nuisance War Weariness: Low Draft Rate: 1 Military Police Limit: 0 Unit Support Town/City/Metro: 1/3/4 Notes: Military over the cap cost 2 gpt. Adds 1 commerce to any tile already producing at least 1 = the commerce bonus. Democracy A.k.a.: Demo For peaceful builders, not planning to be at war anytime soon. Requires diplomatic skills to stay out of war. Worker Efficiency: 150% Hurry Method: Pay citizens Corruption: Minimal War Weariness: High Draft Rate: 1 Military Police Limit: 0 Unit Support Town/City/Metro: 0/0/0 Notes: Cities immune from propaganda. Adds 1 commerce to any tile already producing at least 1 = the commerce bonus.