The Government a player chooses in Civilization II has wide-ranging effects on a player's play style. It determines the maximum tax rate a player can set, the amount of corruption a city experiences, the number of units each city can support, the happiness of citizens, and the amount of trade a city produces.
Should a city remain in civil disorder for several consecutive turns, or if a player in a Democracy or Republic declares war without the consent of the senate, a government can collapse into anarchy. Players may also manually trigger a revolution to change a government. The length of a revolution is determined by Oedo year calculations.
Strategy[]
Players typically begin the game with despotism and often transition to monarchy for its greater productivity fairly early. Fundamentalism and communism permit enforced happiness and large, aggressive militaries. Republics and democracies permit greater prosperity and technological progress but require greater amounts of luxuries to avoid unrest and often resist aggressive policies.
Periods of Anarchy can be minimized by building the Statue of Liberty which reduces Anarchy periods to only a year, or changing governments upon the discovery of an advance named after a government.
Table of Governments[]
Government | Corruption and Waste |
Maximum Tax Rate |
Unit Support of home city (per turn) |
We Love the King Bonus |
---|---|---|---|---|
Anarchy | Very High | 60% | Units (beyond city size): 1![]() Settlers: 1 |
None |
| ||||
Despotism | High | 60% | Units (beyond city size): 1![]() Settlers: 1 |
Celebrating cities run like a Monarchy. |
Monarchy | Moderate | 70% | Units (Beyond 3 units): 1![]() Settlers: 1 |
Celebrating cities run like a Republic. |
| ||||
Republic | Low | 80% | Units (All): 1![]() Settlers: 2 |
Celebrating cities increase in population by one each turn so long as ![]() |
| ||||
Communism | None | 80% | Units (Beyond 3 units): 1![]() Settlers: 2 |
Celebrating cities run like Republic. |
Fundamentalism | None | 80% | Units (Beyond 10 units): 1![]() Settlers: 2 |
Celebrating cities run like a Republic. |
Democracy | None | 100% | Units (All): 1![]() Settlers: 2 |
Celebrating cities increase in population by one each turn so long as ![]() |
|
Civilization II [edit] |
---|
Conflicts in Civilization • Fantastic Worlds • Test of Time† |
Advances • Buildings • Cheat Codes • Civilizations • Resources • Scenarios • Soundtrack • Strategy Guide • Terrains • Units • Wonders |
Concepts |
Attitude (Civil disorder, We Love the King Day) • City (Capital) • Combat • Difficulty level • Espionage • Food • Gold • High Council • Luxuries • Odeo year • Pollution • Production • Reputation • Science • Spaceship • Specialists • Tax Rate • Trade • Trade route |
† Standalone remake with different graphics, units, etc |