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GOVERNMENT CIVICS
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Despotism
-Low Upkeep
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Confederation (Requires Diplomacy)
-Low Upkeep
-Robbery of scientific work: 100%
-Great general Emergence: +100%
-Plunder (city/improvement): +25%
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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
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Oligarchy (Requires Palaces)
-Low Upkeep
-Gold: +15% in all the cities
-Happiness: +1/10% culture
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Representation (Requires Constitution)
-Medium Upkeep
-3 research points per specialist
-Happiness: +3 in the 5 largest cities
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Police State (Requires Fascism)
-High Upkeep
-Military production: +25%
-War Weariness: -50%
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Universal Suffrage (Requires Democracy)
-Medium upkeep
-Corruption: -50%
-Health: +1/33% research
-Can spend gold to finish production in a city
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SOCIETY CIVICS
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Barbarism
-Low Upkeep
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Plebs (Requires Imperialism)
-Low Upkeep
-Minimal governors' loyalty: +30%
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Vassalage (Requires Feudalism)
-New units receive +2 free EXP
-5 free units
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Centralization (Requires Civil Service)
-High Upkeep
-Commerce in Capital City: +50%
-Production in Capital City: +50%
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Nationhood (Requires Nationalism)
-No Upkeep
-Can draft 3 unit per turn
-Espionage: +25% in all the cities
-Happiness: +2 with Barracks
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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
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Free Speech (Requires Liberalism)
-Low Upkeep
-Culture: +100% in all cities
-Town: +2 Commerce
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LABOR CIVICS
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Tribalism
-Low Upkeep
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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
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Serfdom (Requires Feudalism)
-Low Upkeep
-Slaves value: +100% production
-New slaves can improve tiles
-Workers build improvements 50% faster
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Caste System (Requires Code of Laws)
-Medium Upkeep
-Unlimited Artist, Scientist, Merchant
-Workshop: +1 production
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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
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Emancipation (Requires Humanism)
-Low Upkeep
-No Slavery
-Growth fore Cottage, Hamlet, Village: +100%
-Generate unhappiness for civs without Emancipation
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Universalism (Requires Marxism)
-Medium Upkeep
-No Slavery
-No unhappiness from enemies' civics
-No unhappinss because of time
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ECONOMIC CIVICS
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Decentralization
-Low Upkeep
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Mercantilism (Requires Banking)
-Medium Upkeep
-Gold by slave sold: +200%
-Free specialists: +1/city
-No foreign trade routes
-Foreign corporations have no effect
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Free Market (Requires Economics)
-Medium Upkeep
-Corporations maintenance cost: -25%
-Trade Routes: +1/city
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State Property (Requires Marxism)
-Low Upkeep
-No Maintenance costs from Distance to Palace
-Corporations have no effect
-Food: +1 from Workshop/Watermill
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Participation (Requires Radio)
-Low Upkeep
-Corruption: -20%
-Happiness: +1/corporation, +1 with Factory
-Health: +1 with Bank
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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
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DIPLOMATIC CIVICS
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Aggressivity
-No Upkeep
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Pragmatism (Requires Jurisprudence)
-Low Upkeep
-Gold by slave sold: +100%
-Generate unhappiness for civs without Pragmatism
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Imperialism (Requires Imperialism)
-High Upkeep
-Culture: +1/real happiness
-2 free units by vassal city
-Experience gained after fights: +20%
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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%
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Cooperation (Requires Radio)
-Low Upkeep
-Diplomatic Relationships: +1
-Touristic incomes: +25%
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Interventionism (Requires Fission)
-High Upkeep
-Passive espionage costs: -50%
-Experience gained after fights: +50%
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DOCTRINES RELIGIEUSES
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Paganism
-Low Upkeep
-Research max rate: 80%
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Organized Religion (Requires Monotheism)
-High Upkeep
-Can build missionaries without Monastery
-Cities with State Religion construct buildings 25% faster
-Research max rate: 80%
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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%
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Reformism (Requires Banking)
-No Upkeep
-Helth: +1 with Religion State
-Happiness: +1 with Religion State
-Research: +5% in all cities
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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
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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
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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
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