guides
Last update:11 May 2016
In CIV you don’t have few governments with fixed advantages and disadvantages.
In every category there are five possible choices - so, finally you have 25 possible versions of governments.
Every choice has some merits and flaws and some of them are better working together than apart.
Especially useful in early-game when you don’t have enough luxuries resources or appropriate buildings/Wonders.
This is properly one of the most often used government options.
The research bonus is huge - but only if you use a specialists.
In case of civilization where research is based mainly on scientist specialists this civic almost double scientific output!
That’s why I used this option whenever I can.
The happiness bonus is also very nice - usually the biggest cities needs extra happy most.
It’s enabling you to produce huge armies, fighting a long war and avoiding serious social uneasiness.
Universal Suffrage
Require:Democracy
+1 Production from towns, can spend Gold to hurry Production.
Its main advantage is possibility of spending Gold to buy Production in all your cities.
This works for all things except projects.
The Gold rush is really expensive making this option usually practical only in emergency.
It’s most useful when you build a lot of military units.
When in medium-game you have a lot of highly developed Cottages thefree speechbecomes interesting alternative.
Hoverer even in late-game in some situations this can be the best legal option.
+2 to happiness helps keeping an order when drafting citizens - but usually this bonus only is not enough.
Serfdom
Workers build improvements 50% faster.
No limits of specialists' numbers can be very useful despite of your way of development.
80% of game time I use this option.
Emancipation
Doubled speed of Cottages, Hamlets and Villages growth, negative influence on happiness of civilizations without emancipation.
Not very often used, even if +100% to cottages grown is quite nice.
The caste system is better in almost every situation.
Free market
Require:Economics
+1 trade route in every city
One of the most useful options.
State Property
Require:Communism
No maintenance cost from distance to palace, +1 Food form workshop and watermill.
Very interesting although specific choice.
Except significant cities cost reduction its gives an option to indirectly improve your Production output.
However if you plan a global military conquest State Property will be our best friend.
Helps in cities grown in advanced game - boost to health is huge, but usually not very effective.
Exception from this rule are paganism and free religion.
One drawback is the cost of this civic.
That’s why it should be far more often used when you are looking for bonus experience.
If you based your strategy on use of GP this civic is must-have.
However the extra cost of units support makes any war (except of defensive one) extremely costly.
This site is not associated with and/or endorsed by the 2K Games or Firaxis.
All logos and images are copyrighted by their respective owners.