Recent changes in red!
/N = No Maintenance
/L = Low Maintenance
/M = Medium Maintenance
/H = High Maintenance
Government
- Chiefdom /L
- Hereditary Rule /M (Divine Right), +1
per military unit
- Republic /N (Republic), +3
in 4-6 largest cities, +1 hammer per specialist
- City State /H (City State), +1 free specialist per city, +1 science per specialist
- Empire /M (Empire), +25% military unit production, -50% war weariness
Legal
- Barbarism /L
- Council of Elders /H (Thing Law), New units +4 XP; More free units
- Bureaucracy /M (Civil Service), +100% growth cottage improvements, can hurry with gold
- Forum /L (Code of Laws), +100% great people rate, +1 gold maintenance per military unit
- Ius Civile /N (Civil Law), +3
from Courthouse, +100% culture
Labor
- Tribalism /L
- Slavery /N (Dynasticism), can hurry with population
- Public Works /M (Despotism), +50% worker rate
- Patronage /H (Urbanization), unlimited artist, scientist, merchant
- Migration /L (Mounted Combat), food production also used for military units
Economy
- Decentralization /L
- Nature Cult /M (Mysticism), +1 food from farm
- Plutocracy /H (The Market), +10% gold, +5% science, +1 maintenance per unit
- Vice Royalty /N (Vice Royalty), No distance maintenance; +1 food from workshop, watermill, windmill
- Aristocracy /L (Aristocracy), +2 trade routes per city, +1 gold from harbor, port
Religion
- Paganism /L
- Organized Religion /H (Priesthood), Can build missionaries without monastery; Cities with state religion construct buildings +25% faster
- Theocracy /L (Theology), +6 new unit XP in cities with state religion; No non-state religion spread
- Path of the Mystics /M (Mysticism), +2 happy per Holy Site
- Free Religion /N (Philosopy), +3
from Amphitheatre, -25% war weariness
Note on Magocracy: I know it sounds weird, but I want to infer that Astrologers and Magi had a lot of power in some kingdoms.
What do you think?