Age of Piracy Civilopedia
             
 
Governments
   
 Anarchy
 

Your civilization can sink into anarchy if the government falls from prolonged civil disorder, or if you sanction a revolution. No espionage missions are possible during
anarchy. Under Anarchy, no square may produce more than 2 food or 2 shields. Anarchy seldom lasts longer than a few turns. Civilizations in anarchy are vulnerable to propaganda and are much less likely to resist occupiers (particularly those from civilizations with more personal freedoms).

Worker rate: 1 (of 4)
Hurry Method: None
Corruption/Waste: Catastrophic
Maximum Science Rate: 50%
War Weariness: None
Draft Rate: 0
Diplomats: Conscript
Spies: Conscript
Military Police Limit: 0
Free Units: 0
Unit Support
 per town: 0
 per city: 0
 per metropolis: 0
Notes: No city production, no research.
 

 Constitutional Monarchy
 

An improved form of Monarchy that provides for limited representation. Allows more than 2 food or 2 shields per square. This form of government is affected by war weariness, which can cause significant civil disorder problems in times of war, especially if you are the aggressor. Civilizations in constitutional monarchies enjoy moderate protection against propaganda and are more likely to resist occupiers from civilizations with fewer personal freedoms.

Worker rate: 3 (of 4)
Hurry Method: Paid Labor
Corruption/Waste: Nuisance
Maximum Science Rate: 70%
War Weariness: High
Draft Rate: 2
Diplomats: Veteran
Spies: Regular
Military Police Limit: 3
Free Units: 4
Unit Support
 per town: 3
 per city: 4
 per metropolis: 5
 

 Monarchy
  The default form of government. Under a Monarchy, no square may produce more than 2 food or 2 shields. Civilizations in monarchies are somewhat vulnerable to propaganda and somewhat less likely to resist occupiers (particularly those from civilizations with more personal freedoms).

Worker rate: 2 (of 4)
Hurry Method: Forced Labor
Corruption/Waste: Problematic
Maximum Science Rate: 70%
War Weariness: Low
Draft Rate: 2
Diplomats: Regular
Spies: Regular
Military Police Limit: 3
Free Units: 3
Unit Support
 per town: 2
 per city: 3
 per metropolis: 4
 

 Land Empire
  Used only in the "Ultimate Land Empire" scenario. Requires Mounted Arms. Land Empire is a form of government designed support a widespread civilization. Allows more than 2 food or 2 shields per square. Corruption and waste are much lower, even in cities far from your Capitol. Civilizations in land empires are somewhat vulnerable to propaganda and somewhat less likely to resist occupiers (particularly those from civilizations with more personal freedoms).

Worker rate: 2 (of 4)
Hurry Method: Forced Labor
Corruption/Waste: Low (ruthless local governors keep corruption in check)
Maximum Science Rate: 60%
War Weariness: Low
Draft Rate: 4
Diplomats: Regular
Spies: Veteran
Military Police Limit: 5
Free Units: 6
Unit Support
 per town: 4
 per city: 5
 per metropolis: 6
 

 Naval Empire
  Requires Privateering. Naval Empire is a form of government designed support a widespread civilization. Allows more than 2 food or 2 shields per square. Corruption and waste are much lower, even in cities far from your Capitol. Civilizations in naval empires are somewhat vulnerable to propaganda and somewhat less likely to resist occupiers (particularly those from civilizations with more personal freedoms).

Worker rate: 2 (of 4)
Hurry Method: Forced Labor
Corruption/Waste: Low (ruthless local governors keep corruption in check)
Maximum Science Rate: 70%
War Weariness: Low
Draft Rate: 3
Diplomats: Regular
Spies: Veteran
Military Police Limit: 4
Free Units: 5
Unit Support
 per town: 4
 per city: 5
 per metropolis: 6
 

 Republic
  People enjoy substantial personal and economic freedoms, producing an increase in commerce. Allows more than 2 food or 2 shields per square. This government is affected by war weariness, which can cause civil disorder during war, especially if you are the aggressor. Maintenance cost per unit is 2 gold instead of just 1. Civilizations in republics enjoy good protection against propaganda and are much more likely to resist occupiers from civilizations with fewer personal freedoms.

Worker rate: 4 (of 4)
Hurry Method: Paid Labor
Corruption/Waste: Minimal
Maximum Science Rate: 90%
War Weariness: High
Draft Rate: 2
Diplomats: Elite
Spies: Veteran
Military Police Limit: 2
Free Units: 0
Unit Support
 per town: 0
 per city: 0
 per metropolis: 0
 

 

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