by Duke o' York:
It's the ideal beginner government as it's not terribly weak in any department, but then again not terribly strong anywhere either. ...
Nice summation!
by Sodak:
Communism is a good wartime gov't, especially if you need to continue strong research. With heavy trade, it can net you a tech every 2-4 turns -
Actually, it is possible to gain an advance every turn using Communism and a single Scientest, with about 70%tax, 0% science, and 30% Lux. It requires a high degree of up front planning, and a diversion of resources from the War front, however. And normally, people are in Communism to fight....
Though many civvers tend to gravitate to Democracy (including me, of course)... there is what I might call a "Power Communism", and yes even a "Power Fundamentalism" which are quite effective. The huge huge caveat is, of course, the Commie and Fundy can't celebrate to grow an empire. And the Catch-22 is that if you use Democracy to max your cities (even Republic won't max your cities), then there is very little reason to step down to Communism after growing under Democracy.
Might be an intersting thread for someone to start if they are really interested. My personal use of "Power Communism" reflects many of the same principles as the "Power Democracy", but there are differences.
About spies.... the vet spies produced by Communism are of little advantage as compared to Democracy. The ultimate difference can be expressed in shield value, as I did sometime last Fall. The idea is that you produce 2 to 3 non-vets, use them for simple tasks like sabotage, 1 or 2 will die, but the survivor will gain vet status. This simply costs extra shields (or gold) and a production day (or two if you are a tightwad in a one shield city, LOL), but the Democracy provided copious amounts of both. With say 200 non-vet Democratic spies, the surviving 60 to 90 Vet spies are then used for critical tasks like nuking and bribing cities. And besides, the "dead" spies still did something before their demise. Vets also do the dirty if you are at peace, to reduce the odds of capture (and the collapse of your Democracy).
If you really enjoy nuking, a Power Fundy is for you! Fundy lags to an estabished Democracy, though. Even when the tech tree is finished. But it can be a good transition government if you build the SoL ASAP, and want to build infrastructure for an up and coming Democracy. Just don't hang out in Fundy for long.... it's not the 50% science hit that gets you (that's all smoke anyway -- you only need one Scientist and 0% science to get an advance every turn in a PF)... its the lack of growth (i.e., celebrating WLTP). Stagnation is a massive handicap.