User:Taza/Governments
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Contents |
[edit] Explanations & Math
- Corruption / Waste
- Anything below 0 is 0
- Anything above 9 is 9
- Minimum Corruption / Waste: Corruption / Waste %, Down to 6 - Step
- Maximum Corruption / Waste: Corruption / Waste % *10, Down to 6 - Step * 10
- Corruption Distance Multiplier
- Applies to both Corruption and Waste
- Unhappiness
- Anything below 0 is 0
- Anything above 9 is 9
- Empire size: 15-Unhappiness
- After this one worker in every city becomes unhappy.
- City unhappiness starts from 9-Unhappiness
- An Unhappiness 0 civilization would have no unhappy workers in size 8 cities and smaller.
- Revolt
- Anything below 0 is 0
- Anything above 6 is 6
- Probability of civil war: 30 + Revolt %
- Support
- 0: No support
- 1: 1/6 of pop, up to step
- 2: 1/3 of pop, up to step
- 3: 1/2 of pop, up to step
- 4: 1/2 of pop, up to step * 2
- 5: 1/2 of pop, up to step * 4
- 6: Pop, up to step * 4
- 7: Pop
- 8: Pop * 2
- Martial Law
- 1: 1 Unit
- 2: 2 Units
- 3: 3 Units
- 4: 4 Units
- 5: 2 Units, 2 Citizens per unit
- 6: 3 Units, 2 Citizens per unit
- 7: 4 Units, 2 Citizens per unit
- 8: 4 Units, 2 Citizens per unit, each unit reduces Corruption/Waste by 2%
Field Unit Unhappiness is at a base value of 2. If it reaches 0, there is no field unit unhappiness. Field Unit Unhappiness divided by 2 (rounded to nearest) is also how many workers get unhappy because of aggressive units.
Number%(-+Number) means the number enclosed in the parentheses is per turn.
For example, (+20%) Food means that the cities get a +100% food bonus at step 5. 20%(+10%) Production means the cities get 80% of normal Production at step 6. 50%(-5%) Research lost means that the cities get 70% of normal production at step 4.
"Production" means commerce, shields and food, not only shields.
[edit] Who governs the civilization?
[edit] Anarchy
- Req: None
- Corruption +0, Waste +3, Unhappiness +0, Revolt +0, Support +0
- Martial Law Disabled, Field Unit Unhappiness +1
- Corruption Distance Multiplier: 0.25
- Half Maintenance Cost
- 20%(+10%) Production
[edit] Autocracy
- Req: None
- Corruption +3, Waste +3, Unhappiness +3, Revolt +3, Support +0
- Martial Law +2, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 8
- Capital City has 2 content citizens / step
- (+1) Production for Capital City central square
- Forced Labor
[edit] Oligarchy
- Req: Monarchy
- Corruption +2, Waste +2, Unhappiness +2, Revolt +1, Support +2
- Martial Law +1, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 2
- Forced Labor
[edit] Technocracy
- Req: Literacy
- Corruption +2, Waste +0, Unhappiness +2, Revolt +3, Support +0
- Martial Law 0, Field Unit Unhappiness +1
- Corruption Distance Multiplier: 1
- (+5%) Research
- Forced Labor
[edit] Bureaucracy
- Req: Code of Laws
- Corruption +3, Waste +3, Unhappiness +1, Revolt +1, Support +1
- Martial Law 0, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 0.25
- Your cities will not defect
- Has Senate
[edit] Universal Suffrage
- Req: Democracy
- Corruption +1, Waste +1, Unhappiness +0, Revolt +1, Support +0
- Martial Law Disabled, Field Unit Unhappiness +2
- Corruption Distance Multiplier: 0.50
- Every city has a content citizen two steps
- Has Senate
[edit] How is the civilization governed?
[edit] Centralized
- Req: None
- Corruption +1, Waste +1, Unhappiness +0, Revolt +3, Support +1
- Martial Law +1, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 4
[edit] Decentralized
- Req: Writing
- Corruption +2, Waste +2, Unhappiness +0, Revolt +0, Support +0
- Martial Law -1, Field Unit Unhappiness +1
- Corruption Distance Multiplier: 0.25
[edit] Confederate
- Req: Republic
- Corruption +1, Waste +1, Unhappiness +0, Revolt +1, Support +1
- Martial Law -1, Field Unit Unhappiness +1
- Corruption Distance Multiplier: 0.50
[edit] Fundamentalist
- Req: Monotheism
- Corruption +2, Waste +2, Unhappiness +1, Revolt +3, Support +2
- Martial Law +1, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 0.50
- 20%(-2%) Research lost
- Forced Labor
[edit] Totalitarian
- Req: Espionage
- Corruption +1, Waste +1, Unhappiness +1, Revolt +3, Support +3
- Martial Law +3, Field Unit Unhappiness -3
- Corruption Distance Multiplier: 1
- 50%(-5%) Research lost
- Forced Labor
[edit] Biocommunicating
- Req: Genetic Engineering
- Corruption +0, Waste +1, Unhappiness +0, Revolt -3, Support +1
- Martial Law Disabled, Field Unit Unhappiness +2
- Corruption Distance Multiplier: 0.50
- All cities reduced to size 1 when switching
- 2 citizens / step start off content in every city
- Half pollution from city size
- City size will not decrease due to famine
- Settlers or workers cannot increase city size
- Every square that already produces one food produces one extra food
[edit] What is the economy based on?
[edit] Commons
- Req: None
- Corruption +0, Waste +3, Unhappiness +0, Revolt +0, Support +0
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 2
[edit] Feudal
- Req: Feudalism
- Corruption +1, Waste +1, Unhappiness +1, Revolt +3, Support +1
- Martial Law +1, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 4
- Forced Labor
- (+20%) Food
[edit] Market
- Req: Currency
- Corruption +2, Waste +0, Unhappiness +1, Revolt +0, Support +0
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 1
- (+5%) Trade
[edit] Command
- Req: Communism
- Corruption +1, Waste +1, Unhappiness +1, Revolt +3, Support +2
- Martial Law +1, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 2
- 50%(-5%) Trade lost
[edit] Welfare
- Req: Communism
- Corruption +1, Waste +1, Unhappiness +0, Revolt -3, Support +0
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 0.50
- Produces one content face per city / step
- 50%(-5%) Trade lost
[edit] Slavery
- Req: Bronze Working
- Corruption +1, Waste +1, Unhappiness +3, Revolt +3, Support +1
- Martial Law +2, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 4
- (+10%) Research
- Forced Labor
[edit] What is the culture based around?
[edit] Pluralism
- Req: None
- Corruption +0, Waste +0, Unhappiness +0, Revolt +0, Support +0
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 1
[edit] Nomadic
- Req: Horseback Riding
- Corruption +0, Waste +2, Unhappiness +0, Revolt -1, Support +0
- Martial Law +0, Field Unit Unhappiness -1
- Corruption Distance Multiplier: 0.50
- Improvement Cost 200%(-10%)
- Land unit move speed +1
[edit] Conquest
- Req: Warrior Code
- Corruption +0, Waste +2, Unhappiness +0, Revolt +0, Support +1
- Martial Law +2, Field Unit Unhappiness -2
- Corruption Distance Multiplier: 1
- All units heal a hitpoint more
- As per half of United Nations
- Half upkeep for units
- Double upkeep for buildings
[edit] Spiritualism
- Req: Ceremonial Burial
- Corruption -1, Waste +0, Unhappiness +0, Revolt +0, Support +1
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 0.50
- Adds a content citizen per every temple and cathedral
- 30%(-4%) Trade lost
[edit] Knowledge
- Req: Literacy
- Corruption +0, Waste -1, Unhappiness +0, Revolt +0, Support +0
- Martial Law -1, Field Unit Unhappiness +2
- Corruption Distance Multiplier: 1
- (+10%) Research
- Double Unit Upkeep Cost
[edit] Ecological
- Req: Recycling
- Corruption +0, Waste -1, Unhappiness +0, Revolt +0, Support +0
- Martial Law +0, Field Unit Unhappiness +0
- Corruption Distance Multiplier: 1
- Half pollution due to population and city improvements
- Improvement cost 200%(-10%)
