Game Manual |
Multiplayer II Dragoon |
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Governments[]
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 nearly 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.
Government Chart[]
Governments ⇨
Features ⇩ |
anarchy |
despotism |
monarchy |
c.monarchy |
republic |
democracy |
theocracy |
nationalism |
communism |
---|---|---|---|---|---|---|---|---|---|
Limit for tax rates. | N/A | 60% | 70% | 70% | 80% | 100% | 80% | 90% | 80% |
Capital production bonus | 0% | 75% | 50% | 50% | 0%
- |
0%
- |
50%
gold |
15% | 40% |
Settler food upkeep | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 1 |
Free unit shield upkeep per city | 3 | 3 | 3 | 1 | 0 | 0 | 2 | 1 | 4 |
Free unit gold upkeep per city | 0 | 0 | 1 | 1 | 0 | 0 | 2 | 0 | 3 |
Free building upkeep per city | ∞ | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
Building raze chance
conquered %/liberated % |
21/10 | 21/10 | 14/7 | 14/7 | 14/7 | 7/3 | 7/3 | 14/7 | 21/10 |
Bonus on trade tiles | - | - | - | +1T
land |
+1T
all |
+1T
all |
- | +1T
land |
+1T
irrigated |
Tile bonus for celebration | no | no | +1T | +1T
sea |
- | - | +1T | +1T
sea |
+1T
not irrigated |
extra population
growth |
- | - | - | rapture,
peasants |
rapture | rapture | rapture,
pilgrims |
rapture,
migrants |
rapture,
proletarians |
Base rapture rate % | 0 | 0 | 0 | 80 | 90 | 100 | 40 | 100 | 40 |
Base rapture rate %
in occupied cities |
0 | 0 | 0 | 60 | 80 | 100 | 40 | 67 | 40 |
Max. # cities with
4 content citizens... |
9 | 10 | 11 | 23 | 13 | 14 | 14 | 20 | ∞ |
# additional cities
for unhappy citizen |
6 | 10 | 12 | 12 | 14 | 16 | 15 | 12 | ∞ |
# cities ⇒
nth citizen unhappy |
0 ⇒ 5 10 ⇒ 4 16 ⇒ 3 22 ⇒ 2 28 ⇒ 1 |
0 ⇒ 5 11 ⇒ 4 21 ⇒ 3 31 ⇒ 2 41 ⇒ 1 |
0 ⇒ 5 12 ⇒ 4 24 ⇒ 3 36 ⇒ 2 48 ⇒ 1 |
0 ⇒ 5 24 ⇒ 4 36 ⇒ 3 48 ⇒ 2 60 ⇒ 1 |
0⇒ 5 14⇒ 4 28⇒ 3 42⇒ 2 56⇒ 1 |
0 ⇒ 5 15 ⇒ 4 31 ⇒ 3 47 ⇒ 2 63 ⇒ 1 |
0 ⇒ 5 15 ⇒ 4 30 ⇒ 3 45 ⇒ 2 60 ⇒ 1 |
0 ⇒ 5 21 ⇒ 4 33 ⇒ 3 45 ⇒ 2 57 ⇒ 1 |
∞ ⇒ 5 |
Max. martial law units | no limit | no limit | 3 | 1 | - | - | 2 | 5 | 3 |
...citizens affected | 1 | 1 | 1 | 1 | - | - | 1 | 1 | 2 |
# citizens unhappy
by each aggressive unit |
- | - | - | 1* | 1* | 2 | - | - | - |
Aggressive units without
unhappy citizens |
- | - | - | 2 | 1 | 0 | - | - | - |
**Odds for unit to disband
when Home City conquered |
100% | 75% | 65% | 45% | 35% | 20% | 10% | 35% | 45% |
Base corruption in cities | 25% | 37% | 15% | 15% | 15% | 8% | 0% | 8% | 20% |
... increment per tile
from the capital. |
2% | 4% | 2% | 2% | 2% | 0.4% | 1% | 2% | 0% |
lost capital,
civil war base odds |
90% | 80% | 70% | 50% | 40% | 30% | 0% | 40% | 50% |
bribe resistance | - | - | - | - | - | 3x | 2x | - | - |
incite city resistance | - | - | - | - | - | 3x | 2x | 3x home
0.33x alien |
- |
trade percent | lux only | - | - | - | - | - | -30 sci | +20 sci
-15 lux |
- |
* Const.Monarchy can deploy 2 military units per city outside national borders; Republic can do 1. Extra units cause unhappiness. ** Nuclear units have -25% odds to disband. |
* a Theocratic city goes to 57.2% if it has a cathedral. |
Other Features of Governments[]
ANARCHY[]
- No Senate. May break treaties without Casus Belli.
- All trade revenue goes to Luxury.
- -1 penalty on food/production/trade wherever tiles give 3+. This penalty can be reduced or eliminated by
- making a city celebrate, or
- building a Courthouse, or
- a few early Tribe Wonders.
DESPOTISM[]
- No Senate. May break treaties without Casus Belli.
- Can "Gulag" a city, starving it without experiencing Disorder.
- Requires 2 martial law units or a Police Station.
- -1 penalty on food/production/trade wherever tiles give 3+. This penalty can be reduced or eliminated by:
- making a city celebrate, or
- building a Courthouse, or
- a few early Tribe Wonders.
- Founding a city during Despotism gives a "nomadic food bonus" of +2 food automatically put in the city's grain storage.
- Founding a capital city during Despotism gives a bonus of +4 food automatically in the city's grain storage.
MONARCHY[]
- No Senate. May break treaties without Casus Belli.
- First government with no output penalties on any tiles.
- First government with trade bonuses on tiles worked by celebrating cities.
CONSTITUTIONAL MONARCHY[]
- Has a Senate. May not break treaties without Casus Belli.
- Activated by being in Monarchy and possessing the Magna Carta wonder.
- When switching from Monarchy, has no revolution or period under Anarchy.
- The city with Magna Carta may make Peasants, which cost 1 population and add 1 population to whatever city they go to.
- The city with Magna Carta gets an extra build slot, allowing it to make two units per turn if one of those units is Peasants or an infantry-type.
- Celebrating cities size 3+ with surplus food will rapture grow each turn if originally founded by you.
- The first two aggressively deployed military units from a city do not cause unhappiness
REPUBLIC[]
- Has a Senate. May not break treaties without Casus Belli.
- All celebrating cities size 3+ with surplus food will rapture grow each turn.
- The first aggressively deployed military unit from a city does not cause unhappiness.
DEMOCRACY[]
- Has a Senate. May not break treaties without Casus Belli.
- Celebrating cities with foreign population below 10%, size 3+, and surplus food, will rapture grow each turn.
- The cost to incite a city or bribe a unit is 3×.
- Democracy revolts to Anarchy if any city remains in disorder more than two turns.
- Conquered cities may spawn Partisans, under the right conditions.
THEOCRACY[]
- No Senate. May break treaties without Casus Belli.
- Tithe bonus gold: buildings and Wonders that make citizens content give an equal bonus to gold revenue, for each citizen affected.
- Includes: JS Bach's Cathedral, Michelangelo's Chapel, Cathedral, Amphitheater, etc.
- Does not include: Martially induced contentedness (i.e., not Police Station nor Martial units).
- Tithe income is subject to corruption.
- Science production suffers a 30% penalty.
- Rapture rate in any city can be increased to 4 out of 7 turns (57.2%) by building a cathedral.
- Falconeers can be made (and will not disband if stationed outside cities.)
- Zealots can be made, have no upkeep, and can't be bribed.
- Zealots gain the ability to skirmish assault in their homeland.
- Fanatics can be made, have no upkeep, and can't be bribed.
- Fanatics gain the ability to skirmish assault in their homeland.
- You can incite enemy cities at -33% cost.
- Patriarchs can be made and have the same odds as a spy, they bribe units at 1/3 the cost, and have an additional -33% cost to incite cities (total, -67% cost to incite.)
- Units have a 2× bribe cost when bribed by enemies.
- Cities have a 2× incite cost when incited by enemies.
- Pilgrims are an alternative to rapture; they cost 0 population and add 1 to any city, allowing transfer of population from city to city.
- Base chance of civil war is 0% if the capital falls (may be raised by discontentment, lawlessness. See below.)
- Enemy nations can't establish embassies without first agreeing to Cease-fire or Peace.
- +10% bonus on all sabotage actions.
- If Guerilla Warfare is known by any nation, then conquered cities originally owned by you will spawn Zealots or Fanatics
COMMUNISM[]
- No Senate. May break treaties without Casus Belli.
- Celebrating cities with Granaries get +1 food to the city center tile, if not on Mountains.
- Communist cities get the effect of a free Supermarket in every city.
- Communists get +1 Trade on all irrigated tiles.
- Emissaries, 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 growth; allowing transfer of population between cities.
- Large numbers of Proletarians can be used as tile workers to finish State projects.
- Can "Gulag" a city, starving it without experiencing Disorder.
- Requires 2 martial law units or 1 martial law unit and a Police Station.
- The bonus effect of Cathedrals (or Michelangelo's Chapel) 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.)
- New wonder: Commissariat of Agriculture: +5 starting food in each city. Work-rate for Farmland is 2 worker-turns, not 3. Gives +10% gross food output per city.
- Gains access to a new wonder, Propaganda Ministry, +1 happy, +2 luxury.
- Riflemen cost 5 less shields.
- Dive Bombers cost 10 less shields.
- Light Armor costs 5 less shields.
- Armor and Armor II cost 10 less shields.
- No bonuses to coinage exchange rates from buildings or wonders.
- Conquered cities originally owned by you will spawn Partisans under the right conditions.
NATIONALISM[]
- No Senate. May break treaties without Casus Belli.
- Celebrating cities size 3+ with surplus food will rapture grow each turn if originally founded by you.
- Luxury production suffers a 15% penalty. Science output enjoys a 20% bonus in original cities only.
- Upgrades of military units and workers cost 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.
- Conquered cities occupied by you can be incited by others at 1/3 cost.
- Cities founded by you have a 3× incite cost.
- Riflemen are produced with +1 vet level.
- Fighters and Dive Bombers are promoted 50% more frequently: 40%•25%•16%•10%•10%•10% → 60%•37%•24%•15%•15%•15%
- Light Armor, 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 early gunpowder era, while also providing efficient and zealous defense 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 colonial growth or defensive resistance.)
Capitals and Civil War[]
Capitals. 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. Nationalism gets a 15% 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.
Civil War. 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 starts with the base odds for your government, in the chart above, then 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 them 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 don't suffer civil war, and fall into anarchy instead.
Content Citizens per number of Cities[]
* Const.Monarchy can deploy 2 military units per city outside national borders; Republic can do 1. Extra units cause unhappiness. ** Nuclear units have -25% odds to disband. |
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