Government
Personalistic (medium upkeep, +100% great persons, can sacrifice to rush)
Totalitarian (high upkeep, -30% war weariness,
more maintenance costs)
Corporate (medium upkeep, +2 gold from town, spend gold to hurry)
Parliamentary (low upkeep, ,+50% science, +50% gold, and +50% hammers in capital)
Syndicalistic (no upkeep, +2 free specialist, +20% war weariness)
Legal
Tribal Law (no upkeep)
Civil Law (high upkeep, +10% gold in all cities)
Common Law (high upkeep, -20% war weariness)
Anarchistic Law (medium upkeep, +2

with courthouse)
Socialist Law (high upkeep, +10% hammers in all cities)
Labor
Wage Slavery (medium upkeep, unlimited scientists and merchants, +30% worker speed)
Out-Sourcing (no upkeep, +4 free trade routes, +2 health in all cities)
Unionization (high upkeep, +1 free specialist, +50% growth for cottage hamlet village)
Communal (high upkeep, no maintenance costs from distance to palace, can sacrifice for production)
Robotic (high upkeep, -10% gold in all cities, +20% hammers in all cities, +1 health)
Economy
Market (no upkeep, +1 trade route per city)
Mixed (medium upkeep, +10% gold)
Planned (high upkeep, +1 trade route, can spend gold to hurry)
Traditional (medium upkeep, +1 trade routes, +10% gold, +1

with bank, no foreign trade routes)
Participatory (no upkeep, +1

with bank)
Military
Militia (no upkeep, allows drafting one unit)
Standing (low upkeep, military units cost 1 gold per turn, +50% faster production for military units)
Vanguard (medium upkeep, +50% G. General, new units +2 experience, +1 happiness each military unit in city)
Assymetrical (high upkeep, +25% G. General, new units +2 xp, +25% unit production, allows drafting two units)
Conventional (high upkeep, +50% g. General, +15% war unhappiness, +50% free units, +2 new unit xp)