GOVERNMENT
Chiefdom (low upkeep)
Despotism (Property, low upkeep): can hurry production by sacrificing population, +1 happiness from Palace, Monument
Monarchy (Ceremony, medium upkeep): +1 happiness per military unit
Republic (Writing, high upkeep): +1 food per specialist, -1 food for Cottage, Hamlet, Village, Town, can hurry units using gold
Elective (Politics, low upkeep): -50% city distance maintenance, +3 happiness in largest cities
State Party (Social Services, medium upkeep): +3 espionage per specialist, no number of cities maintenance
Democracy (Representation, high upkeep): +1 free specialist
LEGITIMACY
Authority (low upkeep)
Citizenship (Law, medium upkeep): +1 happiness per specialist, double production for Aqueduct, Forge, Library, Market, Jail
Vassalage (Nobility, low upkeep): extra military units without upkeep, units produced with food, +1 food +2 commerce for Fort, +1 happiness from Castle
Meritocracy (Education, low upkeep): +50% science in capital, +1 food for Windmill, Watermill, +50% experience within borders
Centralism (Statecraft, high upkeep): +50% production and wealth in capital
Ideology (Journalism, low upkeep): +1 production per Village, Town, +50% great general birth, +1 happiness from News Press, Broadcast Tower
Constitution (Social Contract, medium upkeep): +100% great people birth, unhappiness for civs without Constitution, double statesman slots
SOCIETY
Traditionalism (low upkeep)
Slavery (Masonry, low upkeep): +1 production for Quarry, +1 commerce for Plantation, can use slaves
Manorialism (Calendar, low upkeep): +1 commerce for Farm, Watermill, +1 production for Pasture, +50% worker production
Caste System (Contract, high upkeep): +1 food for Plantation, +50% improvement construction speed
Individualism (Civil Liberties, medium upkeep): +1 commerce for Village, Town, +100% growth for Cottage, Village, Hamlet
Totalitarianism (Psychology, no upkeep): +2 production per angry citizen, no war weariness, +25% military unit production
Egalitarianism (Civil Rights, high upkeep): +2 science per specialist, double artist, scientist, engineer slots
ECONOMY
Reciprocity (low upkeep)
Redistribution (Arithmetics, high upkeep): +25% food in capital, no foreign trade, double production for Granary
Merchant Trade (Currency, low upkeep): +1 trade route
Regulated Trade (Guilds, medium upkeep): -1 trade route, +50% commerce in capital, +1 commerce for Workshop, Plantation, double production for Customs House
Free Enterprise (Economics, low upkeep): +50% corporation commerce, +50% trade route commerce, double merchant slots
Central Planning (Macroeconomics, medium upkeep): +1 production per specialist, +1 production for Workshop, Lumbermill, double production for Factory, Coal Plant
Public Welfare (Labour Unions, high upkeep): +2 commerce per excess happiness, -50% corporation unhappiness, +2 commerce for Windmill, Nature Reserve, Marine Reserve, can hurry building production with gold
RELIGION
Animism (low upkeep)
Deification (Divination, medium upkeep): +25% wonder production, -1 state religion happiness, +1 happiness from Pagan Temple
Clergy (Priesthood, high upkeep): +25% building production with state religion
Monasticism (Ethics, low upkeep): +50% great people birth with state religion
Theocracy (Doctrine, high upkeep): +2 experience with state religion, no non-state-religion spread, +1 unhappiness for non-state religions, double priest slots
Tolerance (Civil Liberties, low upkeep): +1 happiness for non-state religions, +50% culture in capital, can build missionaries without Monastery
Secularism (Civil Rights, medium upkeep): no state religion, +10% science, double production for University, Hospital, Laboratory
TERRITORY
Sovereignty (low upkeep)
Conquest (Generalship, medium upkeep): +2 experience for land units, +100% number of cities upkeep
Tributaries (Feudalism, low upkeep): +5 commerce in capital per vassal city, +50% city capture gold
Isolationism (Heritage, medium upkeep): +1 specialist in core cities, no foreign trade
Colonialism (Geography, high upkeep): +2 commerce in capital per happiness resource, +4 experience for sea units, can use slaves in colonies
Nationhood (Nationalism, medium upkeep): can draft 2 units per turn, +2 production for Fort
Multilateralism (Globalism, low upkeep): +100% trade income with defensive pact partners, +25% trade income as production, +1 gold upkeep per military unit