Governments and Policies
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Your government sets how many policies you can run, how many caravans you may keep, how many units are maintained for free, and what integrity it demands of you. It is changed from the government panel, and every change is paid for in culture
.
Governments
- Tribalism: 1 economic, 1 social, 1 military, up to 2 wildcard policy slots; 3 caravans; 9 free units; minimum integrity 15%. Unlocked by None.
- Oligarchy: 2 economic, 1 social, 1 military, up to 2 wildcard policy slots; 6 caravans; 18 free units; minimum integrity 25%. Unlocked by Irrigation.
- Theocracy: 1 economic, 2 social, 1 military, up to 2 wildcard policy slots; 6 caravans; 18 free units; minimum integrity 25%. Unlocked by Reincarnation.
- Monarchy: 2 economic, 2 social, 2 military, up to 3 wildcard policy slots; 6 caravans; 18 free units; minimum integrity 25%. Unlocked by Monarchy.
- Republic: 3 economic, 2 social, 2 military, up to 4 wildcard policy slots; 10 caravans; 24 free units; minimum integrity 35%. Unlocked by Representation.
- Democracy: 2 economic, 3 social, 2 military, up to 4 wildcard policy slots; 10 caravans; 24 free units; minimum integrity 35%. Unlocked by Democracy.
What a change costs
Changes are paid from your banked culture
, not from what your cities have made in total: see Earning Culture.
- Switching government: that government's own cost (listed on its page).
- Each newly slotted policy: that policy's own cost (listed on its page). Removing a policy is free.
- Adopting or changing your state religion: 100
. The founder of a faith adopts it for free. - Every price rises by 25% of itself for each age you have reached after the first (x1.25 in the Ancient age, x1.5 in the Medieval age, and so on).
- Switching government keeps every slotted policy the new government has a slot for, at no cost. A policy it has no slot for is dropped and its cost, at today's price, is refunded to your bank (the dearest are kept first).
- A wildcard slot takes a policy of any type. Each government can use a number of them (listed above); you buy them one at a time from the government panel, for 150, 400 and 1200
in turn, before the age rise. Bought slots stay yours through every government change (dormant under a government that can use fewer) and are never sold back. They are never free, not even after anarchy.
Policies
Policies are slotted by type into the slots your government provides. Each is unlocked by a technology.
- Economic: Agrarianism, Ancestral Granaries, Barter Economy, Corvée Labor, Craftsmanship, Hired Labor, Manifest Destiny, Master Builders, Mercantilism, Merchant Charters, Sale of Titles, Sea Peoples, Slavery, Stonemasonry, Surveyors' Guild
- Social: Ancestor Worship, Bread and Circuses, Burial Rites, Civic Pride, Court Patronage, Humanism, Imperial Cult, Mandate Of Heaven, Monasticism, Papalism, Public Baths, Work Ethic
- Military: Home Guard, Motes, Professional Army, Sparabara, Steppe Culture, Thalassocracy, Warrior Code
State religion
A faith that has reached your cities can be adopted as your state religion. Every city holding it then gains 5
, and if you founded the faith its holy city earns 2
for every city in the world that follows it, foreign converts included, and 1
more for every foreign city among them. Leaders who share your faith think better of you, and converts to a faith you founded most of all; those following another founded faith think worse.
Integrity
Each government has a minimum integrity. Below it every city pays 5
for every 5 points you are short.
Collapse and anarchy
A government falls when 70% or more of your cities are rioting at the end of a turn (cities rioting only because they were just conquered do not count). Tribalism never falls. The fallen government's policies are lost and 3 turns of anarchy follow: no city produces anything or adds to your research, and nothing about the government can be changed. When the anarchy ends you choose a new government and policies at no cost in culture.