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Introduction
Game Setup
Units
Combat
Rescources
City Improvements
Terrian Improvements
Wonders
Diplomacy
Governments
Mulitplayer

Chapter Nine: Governments

Following, you'll find some of the vital statistics of the various ruling powers in Civilization: Call to Power. The first ratings (growth, production, science, and so on) are based on an awful to excellent scale, with excellent obviously being the better of the two. The second set of ratings shows various modifiers to the governments statistics, including bonuses to pollution, crime, gold, research, and production. Examine these numbers in the context of their relationship to other civilizations. In each case, the greater the number means the greater of that statistic. While a greater science coefficient is certainly ideal, a greater pollution coefficient certainly isn't. Finally, you'll also see the maximum percentage of gold the civilization can put toward scientific research as well as the maximum number of cities that the civilization can maintain.


Anarchy

Growth: Awful
Production: Awful
Science: Awful
Gold: Awful
Military: Awful

Pollution coefficient: 1
Crime coefficient: 1
Gold coefficient: .75
Science coefficient: .1
Production coefficient: 1
Maximum gold for science: 0 percent
Maximum cities: 1,000

Essentially not a government choice, anarchy only comes into play when you switch governmental styles. For the interval between switches, your entire civilization will be in anarchy while the new style is implemented. As you can see, this interval isn't promising when it comes to resources, particularly science, which takes a significant hit with only a .1 coefficient (10 percent of the normal science output). With this in mind, be careful when planning any important research or production at the moment you wish to change governments. Beginning construction on a must-have wonder, then switching governments is a good way to lose that wonder to another civilization.

Next: Communism and corporate republicnext
 
 

 
 
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