Government
Despotism: (starting civic, upkeep: None)
No Effects:
Oligarchy: (tech Priesthood: upkeep: low)
+100% commerce and hammers in capital
Democracy: (tech: writing, Upkeep: High)
+2 , +10% hammers and commerce in all cities. +50% number of cities maintenance
*** Monarchy: (tech: divine right upkeep: low)
+1 happiness per military unit in a city
***Single Party System: (tech: nationalism upkeep: middle)
+20% mil. production, +2 happiness from Broadcast Tower(propaganda), +1 happiness with jail, - 20% War Weariness with Broadcast Tower (also Propaganda)
+ 2 unhappy from opression??????
***Representation: (tech: Democracy upkeep : high)
+50% War Weariness, +1 commerce per specialist (From Representation, beakers changed to gold however because ultimately whether or not the science gets done depends on whether or not the Government is willing to pay for it)
"We demand representation for civ's without" (-> like emancipation in old civic system)
draft 2 times/turn
+1 health with ecology (green party)
Social
***Tribalism (starting civic, upkeep: None)
No Effects:
Caste System: (tech: Code of Laws, Upkeep: Low)
+1 free specialist, +3 happiness in 5 largest cities.
***bureaucracy : (tech writing, upkeep high)
+1 culture from courthouse, +1

from granary, +1

from palace
upgrade with civil service (doen't no what yet)
this system is for China and Inca (Inca had granaries where everybody could seen them, to show that the state could provide for them)
Vassalage: (tech: Feudalism, upkeep; High)
New Units receive +2 Experience Points. +5 free units per city. – 20% building production in all non capitol cities (ie. The effects will say “-20% production in all cities, +20% production in capitol.”
***Socialism: (tech: Communism, upkeep: High)
+100%

, +3

, + 1 health, +10% science, +20 % War Weariness
(stress on education and equal starting chances in live)
***Liberalism: (tech: Liberalism, upkeep: Low)
+1 unhappy (poor people), +10% commerce, +2 in 5 largest cities. 1 free mechant + 50% culture
(stress on trading, people with courage to start a buisness and work hard will make it)
Labor
***State of nature : (starting civic, upkeep: None)
No Effects:
***Slavery: (tech: Bronze Working, upkeep: Low)
+2 hammers per mine/quarry/town, May use population to rush production, +1 food from plantations
***Serfdom: (tech: Feudalism, Upkeep: Low)
+50% worker speed, +1 food from pastures (they were used common in serfdom systems)
Guilds: (tech: Guilds, upkeep Medium)
+2 hammers / commerce per specialist, -1 production per tile
(Hanze, Venice, Genua,...)
***industrial revolution (tech : steam power, upkeep low)
+1 unhappy/unhealth in all cities, +1 hammer on workshop, lumbermill, watermill, windmill)
***Professional Labor: (tech: Assembly Line, upkeep: Medium)
+20% hammers, +1

from courthouse (they protect the working class)
engineers : +1 hammer/gold
+2 XP (armies are professional too, you know)
rush with gold
Economy
Barter Economy: (starting civic, upkeep: None)
No Effects:
***Closed Economy: (tech: metal casting, upkeep: Low)
+1 hammer on farms
***Mercantilism: (tech: Banking, upkeep: Medium)
-50% distance maintenance, no Foreign Trade. unlimited merchants
Free Market: (tech: Economics, upkeep Medium)
+2 trade routes , +50% foreign Trade Profit, -50% domestic Trade Profit
***State Property: (tech Communism, upkeep High)
+1 Production from each tile with Village/Town/Mine/Workshop/Lumber Mill
+1 unhealth
Environmentalism: (tech: Ecology, Upkeep: High)
+1 food per farm/fishing boat. +2

with forest, +2

per city.
Religion
Paganism: (starting civic, upkeep: None)
No State Religion, +1 happiness in cities without a state religion, +1 culture per obelisk
Organized Religion: (tech: Monotheism, upkeep: Low)
Can Build Missionaries without a Monastery, +25% in cities with state religion.
Theocracy: (tech: Theology, upkeep: High)
No Non State Religion Spread, can construct inquisitors, + 2 happiness from State Religion. +1 from non state religion.
***Pacifism: (tech: Philosophy, upkeep: Low)
+100% culture growth in cities with state religion, +1 commerce support per military unit.
***Atheism: (tech: Scientific Method, upkeep high) (it's gonna cost ye)
No State Religion, +20% science in all cities, +1 unhappy from non state religion, can build Gestapo (an inquisitor like unit I’m going to create.)
***Free Religion: (tech: Liberalism, upkeep: Low)
+1 from Non State Religion, no State Religion. +10% science in all cities.
+1

from amphitheatre
Unionization
Disunity: (Starting Civic, Upkeep: None)
No effects
City States: (tech: writing, Upkeep: Low)
-50% distance maintenance, -50% number of cities maintenance, -40% in all cities save the capitol. +2 free units per city (This should let Greece conquer a massive Empire really quickly)
Commonwealth: (tech: Compass, Upkeep
+100% domestic trade profit, +1 trade routes per coastal cities.
Imperialism: (tech: Iron Working, Upkeep: Medium)
+50% military unit production, +1 culture / commerce per 10% foreign culture in a city.
Colonialism: (tech: Astronomy, Upkeep: Medium)
(desired effect): -50% distance maintenance for any city beneath size 4 that has a luxury resource within its city radius. +1 trade routes in these cities.
Sovereign Nations: (tech: Mass Media, Upkeep: Low)
Increases Diplomatic Relations. (If the enhanced conquest options are implemented) Can only Temporarily Occupy a city