|Multiplayer II Caravel|
You can choose different forms of government for your civilization:
- Despotism. You rule by force and personality, which have less influence farther from the capital, causing heavy corruption & output penalties.
- Monarchy. Regal authority gives military power and reduced corruption.
- Constitutional Monarchy. A little more freedom approximates Republic benefits while preserving some regal authority.
- Republic. Freedom increases trade & rapture. Citizens disapprove military action.
- Democracy. Free enterprise eliminates corruption, allowing maximum rapture and trade — but free citizens agitate most strongly against warfare.
- Theocracy. Theocratic governments tap the power of religious faith to receive gold from temples while zealots heed the call to arms without upkeep.
- Communism. Absolute military control and a planned economy offer stability. No free enterprise means less trade. Communism has a uniform level of corruption.
- Nationalism. Ethnic identity unites the populace and its economic goals, while also obtaining strong military and police control. This comes at the cost of economic isolationism, loss of some trade and luxury.
* Constitutional Monarchy can have 2 military units per city deployed outside national borders. Republic can have 1. Additional units will incur unhappiness.
Other Features of Governments
- Under Anarchy, there is no upkeep for Buildings.
- Under Anarchy, ungoverned citizens use all trade on luxuries.
- Despotism and Anarchy suffer a -1 penalty on food/production/trade wherever tiles give 3+. This penalty can be removed by a) making a city celebrate or b) building a Courthouse.
- Despotism can Gulag a city, starving it without experiencing Disorder. Requires martial_law_count ≥ 2 (2 martial law units or 1 Police Station).
- Constitutional Monarchy is a sub-category of Monarchy that is activated by the Magna Carta wonder.
- Under Constitutional Monarchy, the city with Magna Carta may make Peasants, which cost 1 population and add 1 population to whatever city they go to.
- Under Constitutional Monarchy and Nationalism, celebrating cities size 3+ with surplus food will rapture grow each turn only if originally founded by you.
- Under Republic, all celebrating cities size 3+ with surplus food will rapture grow each turn.
- Under Democracy, celebrating cities with foreign population below 10%, size 3+, and surplus food, will rapture grow each turn.
- Under Democracy, the cost to incite a city or bribe a unit is 3×.
- Democracy revolts to Anarchy if any city remains in disorder for two turns.
- Diplomats and Spies pay extra to bribe units or incite cities which are Theocratic, Nationalist, and Democratic.
- However, incite cost is 1/3 for Nationalist cities not founded by them.
- Conquered cities under Democracy, Communism, and Theocracy may spawn partisans , under the right conditions .
- Under Theocracy:
- Buildings that confer bonuses against unhappiness give an equal bonus in base gold.
- Zealots can be made, have no upkeep, and can't be bribed.
- Zealots gain the ability to do skirmish assault in their homeland.
- Cities have a 2× incite cost.
- Pilgrims are an alternative to rapture; they cost 0 population and add 1 to any city, allowing transfer of population from city to city.
- Science production suffers a 20% penalty. Gold output enjoys a 20% bonus.
- There is no chance of civil war if the capital falls.
- Enemy nations can't establish embassies without first agreeing to cease-fire, peace, or alliance.
- +10% bonus on all sabotage actions.
- Under Communism:
- Diplomats and Spies built by Communist regimes get automatic veteran status.
- Buildings with 1 upkeep are free, cumulative to any other upkeep bonuses from other effects.
- Proletarians are an alternative to rapture; allowing transfer of population between cities.
- Large numbers of Proletarians can be used to finish State projects.
- Can Gulag a city, starving it without Disorder. Requires martial_law_count ≥ 3 (2×martial law units + 2×Police Station).
- The bonus effect of Cathedrals (or Michelangelo) is reduced by -1.
- The Communism technology allows Communist governments to convert Workers to Riflemen and vice versa. *(Unit must be in national territory; must possess the appropriate technology for the unit.)
- Riflemen cost 5 less shields.
- Dive Bombers cost 10 less shields.
- Armor costs 10 less shields.
- No bonuses to shield-to-coinage exchange rates from buildings or wonders.
- Under Nationalism:
- Luxury production suffers a 15% penalty. Science output enjoys a 15% bonus in original cities only.
- Upgrades of military units and workers are 25% less.
- Tile workers gain a ⅑ move bonus
- For every three worker-turns, tile workers get a fourth worker-turn free (1.34x worker-turn bonus).
- Migrants can be produced to move population and help growth (pop.cost 1, add.pop 1).
- Police stations suppress +1 extra foreign national and cost 10 less shields.
- Occupied foreign cities can be incited by others at 1/3 cost.
- Cities founded by you have a 3× incite cost.
- Cities founded by you can rapture grow upon reaching size 3.
- Riflemen are produced with +1 vet level.
- Fighters and Dive Bombers have 50% higher odds of promotion.
40%•25%•16%•10%•10%•10% → 60%•37%•24%•15%•15%•15%
- Armor and Armor II get a +1 move bonus.
Selecting a Government
You begin the game in Despotism, in which cities suffer heavy corruption, yet military campaigns can be launched with ease and impunity. You may change governments as often as you like, but governments can only be selected if you own the required technology. To change government you must start a Revolution. This will put your empire into Anarchy for a certain number of turns (depending on game settings). Many players risk weak military to race to achieve Republic, hoping for early advantage in growing their cities through rapture, boosted science, and greater gold income. Monarchy is very effective for even earlier growth, while providing strong military options; but later it proves to be economically limited. Democracy exaggerates the strengths and weaknesses of Republic, but undeniably provides the strongest economy in the game. Communism can sustain hyper-military activities and lacks any restriction to the number of cities in the empire. Theocracy is effective for rapid conquest in the very early post-gunpowder era, while also providing efficient fanatical defence against invasions from stronger nations.
The Statue of Liberty allows choosing any government without a period of Anarchy — including governments not yet researched. This is useful if several revolutions are expected (e.g., the player switches between Democracy for peace, Communism for offensive wars, and Theocracy for defensive resistance.)
Capitals and Civil War
The city containing your Palace is your capital. If you build another Palace elsewhere, that city becomes your new capital, and your old Palace disappears. As the center of government, corruption is least in your capital and increases with distance from it. Under Despotism, the capital enjoys a 75% production bonus. Under Monarchy, a 50% production bonus. Under Theocracy, a 50% gold taxation bonus (from religious tithes.) Under Communism, a 25% production bonus. Anarchy, Republic, and Democracy get no capital production bonus.
The Ecclesiastical Palace makes a city into a second capital — the religious capital of your nation. All the effects of a Palace and capital city apply for this city as well, except: (1) any capital production bonus is rendered as a gold bonus from religious tithes, not a production bonus; (2) loss of this city does not cause Civil War nor the loss of any Spaceship you may be building.
Should an enemy destroy or capture a capital, you will be given a new one in another random city. If you lose your primary capital, your empire might experience civil war. This risk increases +5% with each city in disorder at the moment of capture, and decreases -5% with each city that is celebrating. Civil war is catastrophic -- you lose as many as half your cities to a new computer-controlled opponent who takes with him all units and wonders owned by those cities, and also half your treasury. Civil war is not tidy -- the lost territory is likely to be randomly distributed throughout your empire. After one turn in the state of civil war (whose properties are similar to those of despotism), both you and the new opponent enter anarchy. Small civilizations of ten cities or less cannot suffer civil war, and fall into anarchy instead.