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GOVERNMENT CIVICS

  Despotism

     -Low Upkeep


  Confederation (Requires Diplomacy)

     -Low Upkeep
     -Robbery of scientific work: 100%
     -Great general Emergence: +100%
     -Plunder (city/improvement): +25%


  Hereditary Rule (Requires Monarchy)

     -Low Upkeep
     -Chances to steal scientific work after a conquest: +50%
     -Smaves value: +50% production
     -Happiness: +1/military unit in garrison


  Oligarchy (Requires Palaces)

     -Low Upkeep
     -Gold: +15% in all the cities
     -Happiness: +1/10% culture


  Representation (Requires Constitution)

     -Medium Upkeep
     -3 research points per specialist
     -Happiness: +3 in the 5 largest cities


  Police State (Requires Fascism)

     -High Upkeep
     -Military production: +25%
     -War Weariness: -50%


  Universal Suffrage (Requires Democracy)

     -Medium upkeep
     -Corruption: -50%
     -Health: +1/33% research
     -Can spend gold to finish production in a city



SOCIETY CIVICS

  Barbarism

     -Low Upkeep


  Plebs (Requires Imperialism)

     -Low Upkeep
     -Minimal governors' loyalty: +30%


  Vassalage (Requires Feudalism)

     -New units receive +2 free EXP
     -5 free units


  Centralization (Requires Civil Service)

     -High Upkeep
     -Commerce in Capital City: +50%
     -Production in Capital City: +50%


  Nationhood (Requires Nationalism)

     -No Upkeep
     -Can draft 3 unit per turn
     -Espionage: +25% in all the cities
     -Happiness: +2 with Barracks


  Propaganda (Requires Proletariat dictatorship)

     -Medium Upkeep
     -Unlimited Spy
     -Gold from Plunder: +100%, plunder increase production
     -Loyalty: +2 for all the units
     -Maintenance costs: -25% with Jail
     -Happiness: +1 with Courthouse


  Free Speech (Requires Liberalism)

     -Low Upkeep
     -Culture: +100% in all cities
     -Town: +2 Commerce



LABOR CIVICS

  Tribalism

     -Low Upkeep


  Slavery (Requires Bronze Working)

     -Medium Upkeep
     -Chances to get a slave after a victory: +100%
     -Slaves value: +50% culture
     -Can sacrifice population to finish production in a city


  Serfdom (Requires Feudalism)

     -Low Upkeep
     -Slaves value: +100% production
     -New slaves can improve tiles
     -Workers build improvements 50% faster


  Caste System (Requires Code of Laws)

     -Medium Upkeep
     -Unlimited Artist, Scientist, Merchant
     -Workshop: +1 production


  Proletariat (Requires Marxism)

     -High Upkeep
     -Unlimited Ingineer
     -Chances to get a slave after a victory: +100%
     -New slaves can improve tiles
     -Military Units produced with Food (without stopping growth)
     -Demographic growth: +100%
     -Production: +30% from Trade Routes


  Emancipation (Requires Humanism)

     -Low Upkeep
     -No Slavery
     -Growth fore Cottage, Hamlet, Village: +100%
     -Generate unhappiness for civs without Emancipation


  Universalism (Requires Marxism)

     -Medium Upkeep
     -No Slavery
     -No unhappiness from enemies' civics
     -No unhappinss because of time



ECONOMIC CIVICS

  Decentralization

     -Low Upkeep


  Mercantilism (Requires Banking)

     -Medium Upkeep
     -Gold by slave sold: +200%
     -Free specialists: +1/city
     -No foreign trade routes
     -Foreign corporations have no effect


  Free Market (Requires Economics)

     -Medium Upkeep
     -Corporations maintenance cost: -25%
     -Trade Routes: +1/city


  State Property (Requires Marxism)

     -Low Upkeep
     -No Maintenance costs from Distance to Palace
     -Corporations have no effect
     -Food: +1 from Workshop/Watermill


  Participation (Requires Radio)

     -Low Upkeep
     -Corruption: -20%
     -Happiness: +1/corporation, +1 with Factory
     -Health: +1 with Bank


  Ecologic Economy (Requires Medicine)

     -Medium Upkeep
     -Maintenance costs from Corporations: +25%
     -Health: +6 in all cities, +2 with Public Transportation
     -Commerce: +2/Windmill, +2/Forest preserve
     -Specialists reduce pollution



DIPLOMATIC CIVICS

  Aggressivity

     -No Upkeep


  Pragmatism (Requires Jurisprudence)

     -Low Upkeep
     -Gold by slave sold: +100%
     -Generate unhappiness for civs without Pragmatism


  Imperialism (Requires Imperialism)

     -High Upkeep
     -Culture: +1/real happiness
     -2 free units by vassal city
     -Experience gained after fights: +20%


  Protectionism (Requires Nationalism)

     -Low Upkeep
     -Foreign contaminations: -50%
     -National Trade Routes: +100% commerce, Foreign Trade Routes: -25% commerce
     -Tracking passive spies: +50%
     -Experience gained in own borders: +25%


  Xenophobia (Requires Fascism)

     -Medium Upkeep
     -Culture: +1/5 population points
     -Diplomatic relationships: -1
     -Slaves value: +200% production
     -Foreign presence reduces War Weariness
     -Raid a conquered city doesn't generate additional revolt turns
     -New trained units: +1 chance to first strike
     -Governors' causes of satisfaction: +2


  Cooperation (Requires Radio)

     -Low Upkeep
     -Diplomatic Relationships: +1
     -Touristic incomes: +25%


  Interventionism (Requires Fission)

     -High Upkeep
     -Passive espionage costs: -50%
     -Experience gained after fights: +50%



DOCTRINES RELIGIEUSES

  Paganism

     -Low Upkeep
     -Research max rate: 80%


  Organized Religion (Requires Monotheism)

     -High Upkeep
     -Can build missionaries without Monastery
     -Cities with State Religion construct buildings 25% faster
     -Research max rate: 80%


  Crusades (Requires Theology)

     -Medium Upkeep
     -Plunder (cities/improvements): +100% gold
     -EXP: +2 with State Religion
     -No Non-State Religion spread
     -Buildings of the Religion State are not destroyed during conquest of a city
     -Research max rate: 70%


  Reformism (Requires Banking)

     -No Upkeep
     -Helth: +1 with Religion State
     -Happiness: +1 with Religion State
     -Research: +5% in all cities


  Pacifism (Requires Philosophy)

     -No Upkeep
     -Great persons Birth Rate: +100% with State Religion
     -Demographic growth: +25%
     -Research max rate: 90%
     -Support cost: +1 Gold/military unit


  Secularism (Requires Humanism)

     -Low Upkeep
     -No Maintenance costs from Number of cities
     -Chances to steal a Unique Building after a conquest: +100%
     -No State Religion


  Free Religion (Requires Liberalism)

     -Low Upkeep
     -Every religion spread: +100%
     -Happiness: +1/religion in each city
     -Religions can't be driven out
     -Research: +10%
     -No State Religion