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

Chapter Nine: Governments

Republic

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

Pollution coefficient: 1
Crime coefficient: 1
Gold coefficient: 1.25
Science coefficient: 1.5
Production coefficient: 1.25
Maximum gold for science: 60 percent
Maximum cities: 30

A solid choice before democracy becomes available, the republic allows for excellent growth in gold, science, and production without the worry of crime and pollution (keeping your citizens happy shouldn't be a problem, unless you decide to go to war). Calling republic "middle of the road" wouldn't be far from the truth - but that's not necessarily a bad thing. Featuring no real negatives, the republic should keep your civilization afloat until more prosperous styles come along.


Technocracy

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

Pollution coefficient: 1
Crime coefficient: 1
Gold coefficient: 1.5
Science coefficient: 2
Production coefficient: 2
Maximum gold for science: 80 percent
Maximum cities: 110

Big bonuses to production, gold, and science (including an excellent 80 percent gold for science percentage), technocracy becomes a style of choice, especially if you want some quick production gains. Included within the style is the ability to construct a bonus unit, the plasmatica, a relatively expensive unit, but one that can be used effectively for both offensive, defense, and even covert attack escort missions (the plasmatica possess excellent movement rate). Solid bonuses make technocracy a contender for a prolonged government choice, particularly for the moderate military player.

Next: Theocracy and tyrannynext
 
 

 
 
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