***Civilization 2000 - Government Descriptions - GOVERN.TXT***
***Alteration of this file may cause the Civilopedia to malfunction...***

Unit Support:
Happiness:
Corruption and Waste:
Special:
Hints:

@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@Despotism
In a Despotism, the ruler has absolute control over his or her subjects, and this control is usually enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.

* Because of Despotism's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Monarchy as soon as possible.

@Communism
A Communist government is ruled by a controlling party, with a single person, known as a chairman, acting as the head of state. In a true Communist system, all property is owned collectively by the people, and labor is organized to be equally advantageous to all people. This ideal has never truly been realized, however, and the "Communist" governments of the world are usually much different.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Communist governments are Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Communism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful Spies to steal technology from the capitalist pigs!

@Democracy
A Democracy is ruled by a president elected by the people. The rulings of the president are subject to review by the Senate, a group of elected representatives who serve the best interests of the citizens. Democracy allows its citizens a higher degree of personal freedom and involvement than any other form of government.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Democracies experience no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Democracy, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and cities of a Democracy are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.
* Increasing your Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler 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.

* Each unit beyond the third unit costs one Shield per turn (see Special section for exceptions).
* Settlers eat one Food per turn.

Under Fundamentalism, no citizen is ever unhappy!

Fundamentalism has a very low rate of corruption.

* Under Fundamentalism, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Fundamentalism eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization.

@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.
