Freeciv 3.1.1 governments help (Multiplayer ruleset)
Anarchy
Anarchy is simply the absence of any recognizable government. Citizens are disorganized and unproductive, and will spend all income as quickly as possible, rather than paying taxes or conducting research.
Anarchy offers slightly less corruption than Despotism, but slightly more unhappiness.
Features:
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the base chance of civil war is 90%.
* You can have up to 9 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 6 additional cities another unhappy citizen will appear.
* Has unlimited science/gold/luxuries rates.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* Each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
Despotism
Under Despotism, you are the absolute ruler of your people. Your control over your citizens is maintained largely by martial law.
Despotism suffers the highest level of corruption of all forms of government.
Features:
* Trade production will suffer massive losses.
* Trade losses will increase quickly with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the base chance of civil war is 80%.
* You can have up to 10 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 10 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 60%.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* Each worked tile that gives more than 2 Food, Shield, or Trade will suffer a -1 penalty, unless the city working it is celebrating. (Cities below size 3 will not celebrate.)
Monarchy
Under Monarchy, a king or queen serves as a hereditary figurehead for your government.
Monarchy suffers the same small amount of corruption that the Republic does.
Requires knowledge of the technology Monarchy.
Features:
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the base chance of civil war is 70%.
* You can have up to 11 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 12 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 70%.
* Your units may impose martial law. Each military unit inside a city will force 1 unhappy citizen to become content.
* A maximum of 3 units in each city can enforce martial law.
* Each worked tile with at least 1 Trade will yield 1 more of it while the city working it is celebrating. (Cities below size 3 will not celebrate.)
Communism
A Communist government is based on the ideal that all people are equal. All goods are owned by the state, rather than by private citizens. Communism gives a balance between military and commercial styles of government.
Under Communism, corruption does not vary by distance from the capital; all cities (including the capital) have a modest amount of corruption.
Requires knowledge of the technology Communism.
Features:
* Trade production will suffer some losses.
* Each of your cities will avoid paying 3 Shield upkeep for your units.
* If you lose your capital, the base chance of civil war is 50%.
* You can have up to 12 cities before an additional unhappy citizen appears in each city due to civilization size.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* Your units may impose martial law. Each military unit inside a city will force 2 unhappy citizens to become content.
* A maximum of 3 units in each city can enforce martial law.
* New Diplomat units will be veteran.
* Each worked tile with at least 1 Trade will yield 1 more of it while the city working it is celebrating. (Cities below size 3 will not celebrate.)
Republic
Under a Republican government, citizens hold an election to select a representative who will govern them; since elected leaders must remain popular to remain in control, citizens are given a greater degree of freedom. Citizens under the Republic become unhappy easily, but the self-sufficiency of your citizens allows high levels of trade.
Requires knowledge of the technology The Republic.
Features:
* Each of your cities will avoid 1 unhappiness caused by units.
* Trade production will suffer some losses.
* Trade losses will increase with distance from capital.
* You pay 2 times normal Food upkeep for your units.
* Military units away from home and field units will each cause 1 citizen to become unhappy.
* If you lose your capital, the base chance of civil war is 40%.
* You can have up to 13 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 14 additional cities another unhappy citizen will appear.
* The maximum rate you can set for science, gold, or luxuries is 80%.
* You may grow your cities by means of celebrations. (Cities below size 3 cannot grow in this way.)
* Each worked tile with at least 1 Trade will yield 1 more of it.
* Has a senate that may prevent declaration of war.
Democracy
Under Democracy, citizens govern directly by voting on issues. Democracy offers the highest possible level of trade, but also offers the most potential for unhappiness. There is no corruption during Democracy, but citizens become very upset during wars.
Requires knowledge of the technology Democracy.
Features:
* You pay 2 times normal Food upkeep for your units.
* Military units away from home and field units will each cause 2 citizens to become unhappy.
* If you lose your capital, the base chance of civil war is 30%.
* You can have up to 14 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 16 additional cities another unhappy citizen will appear.
* Has unlimited science/gold/luxuries rates.
* You may grow your cities by means of celebrations. (Cities below size 3 cannot grow in this way.)
* Each worked tile with at least 1 Trade will yield 1 more of it.
* If a city is in disorder for more than 2 turns in a row, government will fall into anarchy.
* Has a senate that may prevent declaration of war.
* Makes it impossible to do the action 'Incite a Revolt' to your individual cities.
* Makes it impossible to do the action 'Incite a Revolt and Escape' to your individual cities.
* Makes it impossible to do the action 'Bribe Enemy Unit' to your individual units.
Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. The beliefs, usually religious in nature, form a rigid guideline for actions and reactions of both the rulers and the people.
In a fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.
Improvements that normally convert unhappy citizens to content citizens, produce `tithes' (gold) equivalent to the number of people they would convert, and require no maintenance.
Requires knowledge of the technology Fundamentalism.
Features:
* Allows Fanatics.
* You can have up to 14 cities before an additional unhappy citizen appears in each city due to civilization size.
* After the first unhappy citizen due to civilization size, for each 12 additional cities another unhappy citizen will appear.
* Each worked tile with at least 1 Trade will yield 1 more of it while the city working it is celebrating. (Cities below size 3 will not celebrate.)
* Pays no upkeep for Fanatics.
* Trade production will suffer a small amount of losses.
* Trade losses will increase with distance from capital.
* Shield production will suffer a small amount of losses.
* Shield losses will increase slowly with distance from capital.
* You pay 3 times normal Food upkeep for your units.
* Each of your cities will avoid paying 10 Shield upkeep for your units.
* Science production is increased -50%.
* Buildings that normally confer bonuses against unhappiness will instead give gold.
* The maximum rate you can set for science, gold, or luxuries is 80%.