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CivCraft · Wiki · 10/19

Governments

The seven forms of government, what they strengthen and weaken, and what switching costs.

ChaptersChapter 10 of 19

Each civilization has a government. The government multiplies almost everything your towns make: hammers, culture, growth, the coins from Cottages and trade goods, and the upkeep. It also decides how much tax the civ may levy.

A new civ starts on Tribalism.

Choosing and switching

  • /civ gov info shows your current government and its numbers.
  • /civ gov list shows which governments you can choose and which still miss a technology.
  • /civ gov change <name> switches government.

Each government except Tribalism needs a technology, see the table.

The numbers

100% is normal. Higher is better, except for upkeep: there lower is better.

GovernmentTechnologyMax taxCottagesTradeHammersCultureGrowthBeakersUpkeep
Anarchy—0%0%0%50%0%30%50%500%
Tribalism—5%80%80%100%100%50%100%100%
DespotismProductivity10%80%80%110%100%50%100%125%
MonarchyMonarchy30%150%80%100%105%80%100%150%
TheocracyGlobal Trade50%80%200%100%125%75%100%115%
CommunismConstruction20%100%100%175%100%85%100%75%
Republictech_republic40%80%80%100%100%80%100%150%

What the columns mean:

  • Max tax: the highest percentage the civ can ask of its towns with /civ set taxes.
  • Cottages: the coins Cottages yield.
  • Trade: the coins from trade goods.
  • Hammers, Culture, Growth, Beakers: the output of your towns.
  • Upkeep: what towns pay per day.

Which one suits you

  • Tribalism. The start. No strong points, low tax.
  • Despotism. Early to reach through Productivity. A few more hammers, a little more upkeep, and the Trommel finds ore twice as often. Good for building fast.
  • Monarchy. Cottages yield half as much again and towns grow better. The government for a civ that runs on Cottages.
  • Theocracy. Trade goods yield double and culture grows a quarter faster. For those who hold many goodies.
  • Communism. Three quarters more hammers and a quarter less upkeep. The government for building wonders.
  • Republic. High tax, average otherwise.
  • Anarchy. Not a choice, but the penalty between two governments.