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Left Forever
- Joined
- Jul 3, 2012
- Messages
- 4,146
All values are taken from Marbozir Civic tree video:
Terminology:
M = Military Slots
E = Economical Slots
D = Diplomatic Slots
W = Wildcard Slots (this can be used for any card including specific wildcard cards)
Bonus: The extra advantage from running this government and it lost thenever you change to another form of government.
Legacy: Permament bonus you get overtime from running this government. Once recived you can never lose it.
Tier 0 Governments: 1 influence per turn, 1 envoy every time you reach 100 points? 1 envoy every 100 turns.
Chiefdom (starting government)
M = 1
E = 1
D = 0
W = 0
Bonus: None
Legacy: None
Comment: A very poor government inferior in every way to every other government form and thus an early goal should be to reach political philosophy to get out of this government.
Tier 1 Governments: 3 influence per turn, 1 envoy every time you reach 100 points = 1 envoy every 33.33 turns. You get access to all 3 tier 1 governments at political philosophy.
Autocracy
M = 2
E = 1
D = 0
W = 1
Bonus: Capital recive +1 boost to all yields and Wonder production +10%
Legacy: Wonder production +1% every 20 turns
Comment: While the card numbers may make it look like a warmonger choice you have a better choice for that. The wonder bonus is the big thing for this government, wonders are very expensive so every bonus here is very valuable and the military cards purpose is very seldom to make your military fight better they are more to make them less of a drain for your economy which fits this government perfectly as other civs may want to capture your wonders. This government only really becomes obsolete with communism because its 10% production to everything is simply superior to autocracy wonder production and everything else with communism is just better as well.
Oligarchy
M = 1
E = 1
D = 1
W = 1
Bonus: Land melee units recive +4 combat strength, experience gain +20%
Legacy: Experience gain +1% every 5 turns
Comment: This is the warmonger choice all the way to facism which make it obsolete as that government give +4 strength to all units and thus is better in every way. If you do not plan for major warmongering this is not a good pick.
Classical Republic
M = 0
E = 2
D = 1
W = 1
Bonus: All cities with a district recive +1 amenity, +15% great person points
Legacy: +1% great person points every 15 turns
Comment: Like the other 2 tier 1 government Classical Republic only become obsolete with tier 3 government and it is democracry that make this one obsolete. Before democracy this one is the best pick for a great person heavy game which is probably about a science victory in plan as for culture the extra wonder production from autocracy may be more valuable. I do not know if the extra great person points applies to projects or not.
Tier 2 Governments: 5 influence per turn, 2 envoy every time you reach 150 points = 2 envoy every 30 turns.
Monarchy (Unlocked with Divine Right)
M = 3
E = 1
D = 1
W = 1
Bonus: Medieval Walls provide +2 housing, +20% influence towards envoys
Legacy: +1% influence towards envoys every 10 turns
Comment: This will likely be the first tier 2 government you have access to and always atleast your second one because you can not get access to theocracy before monarchy. Compared to tier 1 this government will get more then twice as many envoys during the same time and even more then you add in the monarchy influence bonus making it a prime choice for those looking to become friends with alot of city states. The +2 population bonus is also very useful and come around the same time as feudalism so it will help you take advantage of the extra food feudalism provides. However then tier 3 governemnts come monarch will become obsolete because tier 3 provides more influence and envoys and the population problem is solved by neighbourhoods at that time.
Merchant Republic (Unlocked with exploration)
M = 1
E = 2
D = 1
W = 2
Bonus: +2 trade routes, -15% gold purchase cost
Legacy: -1% gold purchase cost every 15 turns
Comment: Probably the most useful tier 2 governments for a large expansive empire as that gold purchase cost reduction can help you get your new cities up and running quickly. 2 extra trade routes are good in every case. It is also worth mention that this is the only tier 2 government with two wildcard slots which allow it much more flexibility with its card then the other tier two governments.
Theocracy (Unlocked with Reformed Church)
M = 2
E = 2
D = 1
W = 1
Bonus: +5 theological strenth in combat, Can purchase land combat units with faith, -15% faith purchase cost
Legacy: -1% faith purchase cost every 15 turns
Comment: The most interesting of the tier 2 governments. While there are less stuff to purchase with faith then gold much of that stuff can only be purchased with faith and not even be built with production. Not only that but theocracy open up a whole new way to spend faith: military units. So if you have alot of faith and need an army then this may be an excellent choice. Even if you do not plan to go to war you may like the bonus towards theological combat as it may help you to win a "peaceful" religious conflict togther with the cheaper religious agents. Also pretty nice if you want to create alot of national parks because you need faith and only faith to create those.
Tier 3 Governments: 7 influence per turn, 3 envoy every time you reach 200 points = 3 envoy every 28.57 turns.
Democracy (Unlocked with Sufferage)
M = 1
E = 3
D = 2
W = 2
Bonus: -50% Great person patronage cost, +30% District project yields
Legacy: +1% District project yields every 10 turns
Comment: Maybe the best pick for a space race victory as there are some very nice great persons for that victory as well given that many late game eurkas can only be recived by great scientists. I do not know if the district project yields effect the great person points recived or not but the cheap patronage cost may make it worth to save up your gold for late game patronage of great persons.
Fascism (Unlocked with Totalitarianism)
M = 4
E = 1
D = 1
W = 2
Bonus: +4 combat strength to all combat units, +20% to unit production
Legacy: +1% to unit production every 10 turns
Comment: The obvious choice for a warmonger, combat strength to all units and extra production towards units make it better then all other choice then it comes to warfare. It weak point is that it is not really any good for anything but warfare although you could use war as a way to weak the competition so you can win whatever way you want.
Communism (Unlocked with Class Struggle)
M = 3
E = 3
D = 1
W = 1
Bonus: +4 combat strength defensive strength to land combat units, +10% to all production
Legacy: +1% to all production every 20 turns
Comment: For war this is a nerfed version of Fascism but it may be the best government for space race which require you to build some very expensive projects and even tought democracy have bonuses towards great person generation the extra production from communism will help you finish those district projects for extra great person points. Also likely to be useful for a culture victory as you may still have some wonders left to finish and if you want alot of seaside resorts, you will need workers which communism will help you get. A weakness is that this government only have a single wildcard slots which make it alot less flexible then the other tier 3 governments.
Terminology:
M = Military Slots
E = Economical Slots
D = Diplomatic Slots
W = Wildcard Slots (this can be used for any card including specific wildcard cards)
Bonus: The extra advantage from running this government and it lost thenever you change to another form of government.
Legacy: Permament bonus you get overtime from running this government. Once recived you can never lose it.
Tier 0 Governments: 1 influence per turn, 1 envoy every time you reach 100 points? 1 envoy every 100 turns.
Chiefdom (starting government)
M = 1
E = 1
D = 0
W = 0
Bonus: None
Legacy: None
Comment: A very poor government inferior in every way to every other government form and thus an early goal should be to reach political philosophy to get out of this government.
Tier 1 Governments: 3 influence per turn, 1 envoy every time you reach 100 points = 1 envoy every 33.33 turns. You get access to all 3 tier 1 governments at political philosophy.
Autocracy
M = 2
E = 1
D = 0
W = 1
Bonus: Capital recive +1 boost to all yields and Wonder production +10%
Legacy: Wonder production +1% every 20 turns
Comment: While the card numbers may make it look like a warmonger choice you have a better choice for that. The wonder bonus is the big thing for this government, wonders are very expensive so every bonus here is very valuable and the military cards purpose is very seldom to make your military fight better they are more to make them less of a drain for your economy which fits this government perfectly as other civs may want to capture your wonders. This government only really becomes obsolete with communism because its 10% production to everything is simply superior to autocracy wonder production and everything else with communism is just better as well.
Oligarchy
M = 1
E = 1
D = 1
W = 1
Bonus: Land melee units recive +4 combat strength, experience gain +20%
Legacy: Experience gain +1% every 5 turns
Comment: This is the warmonger choice all the way to facism which make it obsolete as that government give +4 strength to all units and thus is better in every way. If you do not plan for major warmongering this is not a good pick.
Classical Republic
M = 0
E = 2
D = 1
W = 1
Bonus: All cities with a district recive +1 amenity, +15% great person points
Legacy: +1% great person points every 15 turns
Comment: Like the other 2 tier 1 government Classical Republic only become obsolete with tier 3 government and it is democracry that make this one obsolete. Before democracy this one is the best pick for a great person heavy game which is probably about a science victory in plan as for culture the extra wonder production from autocracy may be more valuable. I do not know if the extra great person points applies to projects or not.
Tier 2 Governments: 5 influence per turn, 2 envoy every time you reach 150 points = 2 envoy every 30 turns.
Monarchy (Unlocked with Divine Right)
M = 3
E = 1
D = 1
W = 1
Bonus: Medieval Walls provide +2 housing, +20% influence towards envoys
Legacy: +1% influence towards envoys every 10 turns
Comment: This will likely be the first tier 2 government you have access to and always atleast your second one because you can not get access to theocracy before monarchy. Compared to tier 1 this government will get more then twice as many envoys during the same time and even more then you add in the monarchy influence bonus making it a prime choice for those looking to become friends with alot of city states. The +2 population bonus is also very useful and come around the same time as feudalism so it will help you take advantage of the extra food feudalism provides. However then tier 3 governemnts come monarch will become obsolete because tier 3 provides more influence and envoys and the population problem is solved by neighbourhoods at that time.
Merchant Republic (Unlocked with exploration)
M = 1
E = 2
D = 1
W = 2
Bonus: +2 trade routes, -15% gold purchase cost
Legacy: -1% gold purchase cost every 15 turns
Comment: Probably the most useful tier 2 governments for a large expansive empire as that gold purchase cost reduction can help you get your new cities up and running quickly. 2 extra trade routes are good in every case. It is also worth mention that this is the only tier 2 government with two wildcard slots which allow it much more flexibility with its card then the other tier two governments.
Theocracy (Unlocked with Reformed Church)
M = 2
E = 2
D = 1
W = 1
Bonus: +5 theological strenth in combat, Can purchase land combat units with faith, -15% faith purchase cost
Legacy: -1% faith purchase cost every 15 turns
Comment: The most interesting of the tier 2 governments. While there are less stuff to purchase with faith then gold much of that stuff can only be purchased with faith and not even be built with production. Not only that but theocracy open up a whole new way to spend faith: military units. So if you have alot of faith and need an army then this may be an excellent choice. Even if you do not plan to go to war you may like the bonus towards theological combat as it may help you to win a "peaceful" religious conflict togther with the cheaper religious agents. Also pretty nice if you want to create alot of national parks because you need faith and only faith to create those.
Tier 3 Governments: 7 influence per turn, 3 envoy every time you reach 200 points = 3 envoy every 28.57 turns.
Democracy (Unlocked with Sufferage)
M = 1
E = 3
D = 2
W = 2
Bonus: -50% Great person patronage cost, +30% District project yields
Legacy: +1% District project yields every 10 turns
Comment: Maybe the best pick for a space race victory as there are some very nice great persons for that victory as well given that many late game eurkas can only be recived by great scientists. I do not know if the district project yields effect the great person points recived or not but the cheap patronage cost may make it worth to save up your gold for late game patronage of great persons.
Fascism (Unlocked with Totalitarianism)
M = 4
E = 1
D = 1
W = 2
Bonus: +4 combat strength to all combat units, +20% to unit production
Legacy: +1% to unit production every 10 turns
Comment: The obvious choice for a warmonger, combat strength to all units and extra production towards units make it better then all other choice then it comes to warfare. It weak point is that it is not really any good for anything but warfare although you could use war as a way to weak the competition so you can win whatever way you want.
Communism (Unlocked with Class Struggle)
M = 3
E = 3
D = 1
W = 1
Bonus: +4 combat strength defensive strength to land combat units, +10% to all production
Legacy: +1% to all production every 20 turns
Comment: For war this is a nerfed version of Fascism but it may be the best government for space race which require you to build some very expensive projects and even tought democracy have bonuses towards great person generation the extra production from communism will help you finish those district projects for extra great person points. Also likely to be useful for a culture victory as you may still have some wonders left to finish and if you want alot of seaside resorts, you will need workers which communism will help you get. A weakness is that this government only have a single wildcard slots which make it alot less flexible then the other tier 3 governments.
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