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[Taza]

Taza 89 edits since February 9, 2008

89

User:Taza/Governments

From Freeciv

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%)