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

Chapter Nine: Governments

Fascism

Growth: Average
Production: Good
Science: Average
Gold: Bad
Military: Excellent

Pollution coefficient: 1
Crime coefficient: 1
Gold coefficient: 1
Science coefficient: 2
Production coefficient: 1.5
Maximum gold for science: 70 percent
Maximum cities: 70

Primarily a warlike government style, a fascist player can construct the special fascist unit, a powerful offensive and defensive tool. Another solid attribute to the fascism governmental style is the fact that production levels remain high (with a 1.5 coefficient), but pollution rests at normal levels. With this in mind, you can knock out heavy production (either fascist units or improvements that offset weaknesses) with less care toward pollution issues than, say, the communists. Finally, the excellent military rating means that your citizens will continue to be happy, even when you are preparing for war. With that in mind, the movie palace city improvement should be an extremely low priority during war time.


Monarchy

Growth: Bad
Production: Average
Science: Bad
Gold: Bad
Military: Good

Pollution coefficient: 1
Crime coefficient: 1
Gold coefficient: 1
Science coefficient: 1.25
Production coefficient: 1.25
Maximum gold for science: 50 percent
Maximum cities: 20

So many negative ratings should clue you in that the monarchy isn't the governmental style you'll want to choose for the majority of the game. An extremely low gold-for-science percentage and moderate coefficients, the monarchy should only be used for early game production and early conflicts. Once other styles become available, monarchy should definitely be ditched in favor of just about anything else, mostly depending on what path you wish to take. If you want to continue to be warlike, fascism is much more inviting, allowing for better science, production, and even a special unit.

Next: Republic and technocracynext
 
 

 
 
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