governments features
|
Anarchy
|
Despotism
|
Monarchy
|
Communism
|
Republic
|
Democracy
|
Limit for tax / science / luxury rates.
|
100
|
60
|
70
|
80
|
80
|
100
|
Production bonus in capital
|
0%
|
75%
|
50%
|
0%
|
0%
|
0%
|
Upkeep per unit (production)
|
1
|
1
|
1
|
1
|
1
|
1
|
... and additional settler upkeep (food)
|
1
|
1
|
1
|
1
|
2
|
2
|
Units each city supports for free (prod/food)
|
3 / 0
|
3 / 0
|
3 / 0
|
3 / 0
|
0 / 0
|
0 / 0
|
Trade bonus for each square already producing trade
|
0
|
0
|
0
|
0
|
1
|
1
|
... and the trade bonus when the city is celebrating.
|
0
|
0
|
1
|
1
|
1
|
1
|
Empire size at which only three workers per city are content.
|
9
|
10
|
11
|
12
|
13
|
14
|
...and how many more cities make an additional worker unhappy in each city.
|
6
|
10
|
12
|
-
|
14
|
16
|
Number of military units you can use to force your workers to act content.
|
no limit
|
no limit
|
3
|
3
|
-
|
-
|
... and how many workers per military unit this can affect.
|
1
|
1
|
1
|
2
|
no martial law
|
no martial law
|
Workers made unhappy by each aggressive unit.
|
0
|
0
|
0
|
0
|
1
|
2
|
Minimum possible corruption (ignoring buildings)
|
25%
|
37%
|
15%
|
20%
|
15%
|
0%
|
... and the increment per tile from the capital.
|
2%
|
4%
|
2%
|
0%
|
2%
|
0%
|
Probability of civil war if the capital falls
|
90%
|
80%
|
70%
|
50%
|
40%
|
30%
|