Governments

Snowstorm

Chieftain
Joined
Nov 26, 2008
Messages
27
Hi folks, is there a definitive resource somewhere on Govorment types? I'v been going off what it says in the civpedia.. but I'm getting the feeling after reading through the forum that some govornments have other effects that arent mentioned. Specifically, im looking at practicing moving from monarchy -> republic.

now, i cant see many benefits of this if i go with the civpedia (maybe lower corruption, and 10% more science?). but there must be something to it.

few specific questions ->do triremes, caravans and settlers cause unhappiness if they are away from cities?

Moderator Action: Changed typo in title so it can be found better when searching
 
As far as I can recall, the civlopedia doesn't mention that republic gives a trade bonus like that of democracy (but still suffers from corruption). I remember switching to the government by accident one time (after I started using democracy) and found out about the trade bonus. I can even vaguely remember parts of the map from that game.

Unhappiness from units away from a city is triggered in the same way as democracy, which is to have a unit with an attack value greater than 0 outside a city (or fortress within 3 squares of your city).

The difference between Monarchy and Republic corruption is noticeable; you can usually get at least half the trade, even without a courthouse in republic, whereas monarchy's corruption bite can take most of your city's trade on outlying cities.

A diminished riot factor is another advantage of republic; you can have more cities without causing extra unhappiness.
 
thanks garfield :) are there any other effects of the govornments not mentioned in the civpedia?

im getting the hang of democracy heh. not used to building camels and diplomats ^^
 
Took a look through the civlopedia entries on governments; here are the extra differences:

Fundamentalism:
Actually experiences no corruption.
Setting the science slider above 50% doesn't give more science.
Settlers eat 2 food per turn.

Note: Fanatics may not require support, but they count towards the 8 or 10 free military unit support; they are only free if they are "later" in the "support line" than other units.

Communism:
Settlers eat 2 food per turn.
Cities may experience small ammounts of corruption if they have enough trade (IIRC arount 50).
It is more expensive to bribe enemy units.
Your cities are never considered to be farther than 10 squares from your capital (bribing them becomes more expensive).

I think that's all.
 
I find that the main issue for the republic -> monarchy switch is an increase in science research, at the cost of slower expansion.

Science in republic is higher due to the increase in trade arrows, lower corruption, and sometimes the extra 10% allowance (70 to 80).

However, it is not as easy to expand, especially if using the settler found new city -> build warrior -> build settler -> start build another settler, and send settler off to found new city plan. Your warriors cannot help with happiness in republic, so you will have to find another way to keep people happy (assuming you are playing deity) or get an entertainer - never a good recipe for fast expansion; and also while your settler is out looking for a new site it will eat two food instead of one, a minor brake on your cities growth.

Another thing to watch out for is if you are in the middle of a war; republic will make your empire unhappy if you have too many troops out! (You are only allowed one per city.)

So basically if you feel your science is slumping too much in monarchy, wait until you have enough cities founded (or you have finished your war/conquered your neighbors) before you make the switch to republic, as you will not be expanding as fast (/supporting large armies) once the switch is made.

Note this is all my personal style, and actually now I prefer to stay in monarchy till I conquer the world :) I think trade may play a big role in choice of change too, though I never trade...

Anyhow hope this info helps!
 
Monarchy:
max sci/trade/lux setting = 70%
1 Arrow normal trade per square
First three military units help maintain happiness
First three units have no support cost (shields)
Settlers cost one food support
ninth city is unhappy at size 1.
Happy cities have two arrows per trade square

Republic:
max sci/trade/lux setting = 80%
2 Arrows normal trade per square
military units don't keep order
All military units have support cost (shields)
Settlers cost two food support
thirteenth city is unhappy at size 1.
Second military unit away from home causes unhappiness.
Happy cities grow one population per turn.
 
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