Civilization Wiki
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* Citizens are never [[Attitude (Civ2)|unhappy]]
 
* Citizens are never [[Attitude (Civ2)|unhappy]]
* Buildings which produce happiness will instead produce {{Tax2}}gold,
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* Buildings which produce happiness will instead produce {{Gold2}}gold,
 
* The [[Fanatic (Civ2)|fanatic]] unit will become available
 
* The [[Fanatic (Civ2)|fanatic]] unit will become available
 
* 50% less {{science2}}science
 
* 50% less {{science2}}science

Revision as of 03:27, 17 April 2020

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 (Civ2)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

Table of Civilization II Governments
Government Corruption and Waste

Maximum Tax Rate

Unit Support of home city (per turn)

We Love the King Bonus
Anarchy Very High 60% None None
  • The government that occurs after a revolution. Usually only lasts a few turns
Despotism High 60% Units (beyond city size): 1Shield (Civ2)shield

Settlers: 1Food (Civ2)food

Celebrating cities run like a Monarchy.
  • Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
  • Each city square that normally produces more than two Food (Civ2)food, Shield (Civ2)shields, or Trade (Civ2)Trade arrows produces one less
Monarchy Moderate 70% Units (Beyond 3 units): 1Shield (Civ2)shield

Settlers: 1Food (Civ2)food

Celebrating cities run like a Republic.
  • Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
Republic Low 80% Units (All): 1Shield (Civ2)shield

Settlers: 1Food (Civ2)food

Celebrating cities increase in population by one each turn so long as Food (Civ2)food is available.
  • Every space that is already producing trade produces 1 extra Trade (Civ2)trade arrow
  • 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.
  • Senate may force a peaceful solution in a conflict.
  • Government may collapse if the leader decides to declare war without the consent of the Senate
Communism None 80% Units (Beyond 3 units): 1Shield (Civ2)shield

Settlers: 1Food (Civ2)food

Celebrating cities run like Republic.
  • All Spy units produced under Communist governments are Veterans.
  • Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.
Fundamentalism None 80% Units (Beyond 8 units): 1Shield (Civ2)shield

Settlers: 1Food (Civ2)food?

Celebrating cities run like a Republic.
  • Citizens are never unhappy
  • Buildings which produce happiness will instead produce Gold (currency) (Civ2)gold,
  • The fanatic unit will become available
  • 50% less Beaker (Civ2)science
Democracy None 100% Units (All): 1Shield (Civ2)shield

Settlers: 2Food (Civ2)food

Celebrating cities increase in population by one each turn so long as Food (Civ2)food is available.
  • Every space that is already producing trade produces 1 extra Trade (Civ2)trade arrow
  • 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 two citizens in its home city to become unhappy.
  • Senate may force a peaceful solution in a conflict.
  • The units and cities of a Democracy are immune to bribery in any form.
  • Government may collapse if the leader decides to declare war without the consent of the Senate
  • Courthouses make one citizen happy.
Civilization II [edit]
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Standalone remake with different graphics, units, etc.