Civilization III: Online Civilopedia

These pages contain much of the same information found in the in-game Civilopedia, formatted into easy-to-read tables for quick reference.

Civilization III: Civilizations

Civilization Intelligence Agency (C.I.A.)

Click a leader portrait below to access the detailed intelligence report for that particular civilization.

Conquests (C3C) Civilizations:

Sumerians Portugese Hittites Incan
Mayan Byzantines Dutch  

Play the World (PTW) Civilizations:

Arabs Celts Carthaginians Spanish
Ottomans Vikings Mongols Koreans

 

Original Civilizations:

Americans Aztecs Babylonians Chinese
Egyptians English French Germans
Greeks Indians Iroquois Japanese
Persians Romans Russians Zulus

Civilization III: Units

Civilization III has 65 Units. While many of these are the same as they were in Civilization II, each of the game's sixteen civilizations now has a special unit that fits in a particular era. When one of your special unit wins a combat against another Civ, a Golden Age will be triggered and will last 20 turns, during which time your cities enjoy increased production and trade. Golden Ages occur only once per game.

  1. Special Units (16)
  2. Ground Units (27)
  3. Air Units (9)
  4. Naval Units (13)
  5. Play the World Expansion Pack Units
  6. Conquests Expansion Units

Legend:

A/D/M: Attack/Defend/Move
B/R/F: Bombard/Range/Firing Rate

Special Units (16):

Unit Graphic Unit Name Nationality Replaces Cost A/D/M (B/R/F) Requirements
Legionary Roman Swordsman 30 3/3/1 Iron
Hoplite Greek Spearman 20 1/3/1 -
Panzer German Tank 100 16/8/3 Oil, Rubber
Rider Chinese Knight 70 4/3/3 Horses, Iron
Samurai Japanese Knight 70 4/4/2 Iron
War Elephant Indian Knight 70 4/3/2 -
Jaguar Warrior Aztec Warrior 10 1/1/2 -
Mounted Warrior Iroquois Horseman 30 3/1/2 Horses
War Chariot Egyptian Chariot 20 2/1/2 Horses
Bowman Babylonian Archer 20 2/2/1 -
Cossack Russian Cavalry 80 6/4/3 Horses, Saltpeter
F15 American Jet Fighter 100 8/4 (4/6/2) Oil, Aluminum
Musketeer French Musket Man 60 3/4/1 Saltpeter
Immortal Persian Swordsman 30 4/2/1 Iron
Impi Zulu Spearman 20 1/2/2 -
Man-o-War English Frigate 60 3/2/4 (3/1/2) Iron, Saltpeter

Ground Units: Foot (11)

Unit Graphic Unit Name Cost A/D/M Requirements
Warrior 10 1/1/1 -
Spearman 20 1/2/1 -
Pikeman 30 1/3/1 Iron
Archer 20 2/1/1 -
Longbowman 40 4/1/1/ -
Swordsman 30 3/2/1 Iron
Musket Man 60 2/4/1 Saltpeter
Rifleman 80 4/6/1 -
Infantry 90 6/10/1 Rubber
Paratrooper 100 6/8/1 Oil, Rubber
Marines 100 8/6/1 Rubber

Ground Units: Mounted or Vehicle (7)

Unit Graphic Unit Name Cost A/D/M Requirements
Mech Infantry 110 12/18/2 Oil, Rubber
Chariot 20 1/1/2 Horses
Horseman 30 2/1/2 Horses
Knight 70 4/3/2 Horses, Iron
Cavalry 80 6/3/3 Horses, Saltpeter
Tank 100 16/8/2 Oil, Rubber
Modern Armor 120 24/16/3 Oil, Aluminum, Rubber

Ground Units: Artillery (4)

All artillery units have 1 movement point.

Unit Graphic Unit Name Cost B/R/F Requirements
Catapult 20 4/1/1 -
Cannon 40 8/1/2 Iron, Saltpeter
Artillery 80 12/2/2 -
Radar Artillery 120 16/2/2 Aluminum

Ground Units: Non-Combat (5):

Unit Graphic Unit Name Cost A/D/M Population Cost
Settler 30 0/0/1 2
Worker 10 0/0/1 1
Scout 10 0/0/2 -
Explorer 20 0/0/2 -
Great Leader - 0/0/3 -

Air Units (9) :

Unit Graphic Unit Name Cost A/D B/R/F Carries Requirements
Fighter 80 4/2 2/4/1 - Oil
Jet Fighter 100 8/4 2/6/1 - Oil, Aluminum
Stealth Fighter 120 0/0 4/6/2 - Oil, Aluminum
Bomber 100 0/2 8/6/3 - Oil
Stealth Bomber 240 0/0 8/8/3 - Oil, Aluminum
Helicopter * 80 0/2 - 1 Oil, Rubber
Cruise Missile 60 0/0 16/2/3 - Aluminum
Tactical Nuke 300 0/0 - - Aluminum, Uranium
ICBM 600 0/0 - - Aluminum, Uranium

* Helicopter's range is 4.

Naval Units (13) :

Unit Graphic Unit Name Cost A/D/M B/R/F Carries Requirements
Galley 30 1/1/3 - 2 -
Caravel 40 1/2/3 - 3 -
Galleon 60 1/2/4 - 4 -
Transport 100 1/4/5 - 8 Oil
Privateer 60 2/1/3 - - Iron, Saltpeter
Frigate 60 2/2/4 2/1/2 - Iron, Saltpeter
Ironclad 80 4/4/4 4/1/2 - Coal, Iron
Submarine 100 8/4/3 - - Oil
Nuclear Sub. 120 6/4/3 - 1 Uranium
Destroyer 120 12/8/5 6/1/2 - Oil
AEGIS Cruiser 160 12/10/5 4/2/2 - Aluminum, Uranium
Battleship 200 18/12/5 8/2/2 - Oil
Carrier 180 1/8/4 - 4 Oil

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Civilization III: Play the World Units

Civilization III: Play the World comes with lots of new units. Each of the eight new Civs has its own special unit. There are also 24 new ruler units for the regicide short game mode. Other new in-game units include a Princess unit for the Capture the Princess short game mode and two units that are available to all Civs: medieval infantry and guerilla.

In addition, there are dozens of new units from the unit packs. There are 17 units in the Medieval Japan unit pack, 12 units in the Pre-historic (Dinosaurs) unit pack, and 24 units in the World War II unit pack.

  1. Civ-Specific Units (8)
  2. Common Units (2)
  3. King Units (24)
  4. Princess Unit (1)
  5. Medieval Japan Unit Pack (17)
  6. Pre-historic Unit Pack (12)
  7. World War II Unit Pack (24)

The total number of new units in Play the World is 88!

Legend:
A/D/M: Attack/Defend/Move
B/R/F: Bombard/Range/Firing Rate

Civ-Specific Units (8):

Unit Graphic Unit Name Nationality Replaces Cost A/D/M (B/R/F) Requirements
Conquistador* Spanish Explorer 70 3/2/2 Horses
Keshik* Mongols Knight 60 4/2/2 Horses
Berserk* Vikings Longbowmen 70 6/2/1 -
Gallic Swordsman Celts Swordsman 50 3/2/2 Iron
Numidian Mercenary Carthaginians Spearman 30 2/3/1 -
Sipahi Ottomans Cavalry 100 8/3/3 Horses, Saltpeter
Ansar Warrior Arabs Knight 60 4/2/3 Horses, Iron
Hwacha Koreans Cannon 40 12/1/1 Saltpeter
NOTES: Conquistador treats all terrain as if it were a road. Keshik can cross mountains as if they were grasslands. Berserk can launch amphibious attacks on enemy units or structures.

Common Units (2)

These units are available to all Civs. Swordsman can now upgrade to medieval infantry, then to Guerilla.

Unit Graphic Unit Name Cost A/D/M Requirements
Guerilla 90 6/6/1 -
Medieval Infantry 40 4/2/1 Iron

King Units (24)

In the new Regicide mode, your ruler is represented as a unit on the map. The objective is to capture the other king, thereby eliminating that player from the game. All king units can move two squares per turn and are only as strong as a Warrior in attack and defense.

Unit Graphic Unit Name Nationality A/D/M
Lincoln Americans 1/1/2
Abu Arabs 1/1/2
Alexander Greeks 1/1/2
Bismarck German 1/1/2
Brennus Celts 1/1/2
Caesar Romans 1/1/2
Catherine Russians 1/1/2
Cleopatra Egyptians 1/1/2
Elizabeth English 1/1/2
Gandhi Indians 1/1/2
Hammurabi Babylonians 1/1/2
Hannibal Carthaginians 1/1/2
Hiawatha Iroquois 1/1/2
Isabella Spanish 1/1/2
Joan d'Arc French 1/1/2
Mao Chinese 1/1/2
Montezuma Aztecs 1/1/2
Osman Ottomans 1/1/2
Ragnar Vikings 1/1/2
Shaka Zulus 1/1/2
Temujin Mongols 1/1/2
Tokugawa Japanese 1/1/2
Wang Kon Koreans 1/1/2
Xerxes Persians 1/1/2

Princess Unit (1)

The Princess functions as the flag in the Capture the Princess short game mode.

Unit Graphic Unit Name Cost A/D/M
Princess 0 0/0/1

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Civilization III: Conquests Units

Civilization III: Conquests is the second expansion pack for Civilization III. It includes seven new Civilizations, five new wonders, two new traits, nine detailed scenarios, and much more. In addition to the civ-specific units, there are several units that everyone can build and there are also a few units that can only be produced by wonders.

Each of the nine scenarios contains its own set of units, with unique stats and abilities. For example, in the WW2 in Pacific scenario, the Japanese have Zero and Kamikaze fighters; and in the Age of Discovery scenario, you will find Colonists and special Treasures units.

  1. Civ-Specific Units (7)
  2. Common Units (7)
  3. Wonder Units (2)
  4. King Units (7)
  5. Scientific Leader Unit (1)

The total number of new units in the epic game is 24. If all the new units in the scenarios are included, the number is 71.

Legend:
A/D/M/AA: Attack/Defend/Move/Anti-Air
B/R/F: Bombard/Range/Firing Rate

Civ-Specific Units (7):

Unit Graphic Unit Name Nationality Replaces Cost A/D/M/AA (B/R/F) Requirements / Specials
Three-Man Chariot Hittites Chariot 30 2/2/2 Horses
Carrack Portugal Caravel 40 2/2/4 Doesn't sink on ocean
Chasquis Scout Inca Scout 20 1/1/2 Ignores hills & mountains move cost
Dromon Byzantines Galley 30 2/1/3 (2/1/2) Lethal Sea Bombardment
Enkidu Warrior Sumeria Warrior 10 1/2/1 -
Javelin Thrower Maya Archer 30 2/2/1 Enslave
Swiss Mercenary Netherlands Pikemen 30 1/4/1 -

Common Units (7)

These units are available to all Civs.

Unit Graphic Unit Name Cost A/D/M/AA Requirements
Curragh 15 1/1/2 -
Flak 70 1/6/1/2 -
Cruiser 160 15/10/6/1 (7/1/2), Radar Oil
Mobile SAM 100 1/6/2/4 -
TOW Infantry 120 12/14/1 (6/0/1) -
Trebuchet 30 0/0/1 (6/1/1) -
Paratrooper* 90 4/9/1
Range=6
Oil, Rubber
NOTES: The old paratrooper unit is now renamed to Modern Paratrooper and comes with Synthetic Fiber. Its stats are 6/11/1, 110 shields. and range=8.

Wonder Units (2)

These units can only be generated by certain great wonders.

Unit Graphic Unit Name Cost A/D/M Great Wonder Requirements
Ancient Cavalry 40 3/2/2
1 HP Bonus
Temple of Zeus Ivory
Crusader 70 5/3/1

Can build fort

Knights Templar -

King Units (7)

Unit Graphic Unit Name Nationality A/D/M
Gilgamesh Sumerians 1/1/2
Henry Portuguese 1/1/2
Mursilis Hittites 1/1/2
Pachacuti Incan 1/1/2
Smoke-Jaguar Mayan 1/1/2
Theodora Byzantines 1/1/2
William Dutch 1/1/2

Scientific Great Leader (1)

The Scientific Great Leader (SGL) may appear whenever a civilization is the first to research a new technology. The chance of appearance is higher for scientific civs. You can use SGL to rush any city improvement, including Great Wonders, or to increase scientific output of your cities by 25% for 20 turns. [Note: this "Scientific Golden Age" is broken.] SGL can not be used to create an army.

Unit Graphic Unit Name Cost A/D/M
Scientific Leader 0 0/0/3

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Civilization III: Resources

Civilization III introduces two new new resource types, luxury resources and strategic resources, in addition to the bonus resources in Civilization II. Luxury resources are goods that improve the happiness of your cities.Strategic resources are needed to make certain military units (iron, for example, is needed to make the Swordsman or Roman Legion units). Bonus resources are resources like gold that simply produce extra food, commerce, or shields.Resources can be depleted, although it doesn't happen often. You can trade any excess resource with other Civs.

There are 25 different resources in Civ3:

  1. Strategic Resources(8)
  2. Luxury Resources (8)
  3. Bonus Resources (6)

Strategic Resources (8):

Legend:
F/S/C: Food/Shield/Commerce

Graphic Name F/S/C Advance Needed For
Aluminum 0/2/0 Rocketry Modern Armor, Radar Artillery, Cruise Missile, Aegis Cruiser, Jet Fighter, F-15, Stealth Fighter, Stealth Bomber, Tactical Nuke, ICBM
Coal 0/2/1 Steam Power Ironclad
Horses 0/0/1 The Wheel Chariot, War Chariot, Horseman, Mounted Warrior, Knight, Rider, Cavalry, Cossack
Iron 0/1/0 Iron Working Pikeman, Swordsman, Legionary, Immortal, Knight, Samurai, Rider, Cannon, Privateer, Frigate, Man-O-War, Ironclad
Oil 0/1/2 Refining Paratrooper, Mech Infantry, all tanks, Transport, Carrier, Submarine, Destroyer, Battleship, and all air units
Rubber 0/0/2 Replaceable Parts Infantry, Paratrooper, Marines, Mech Infantry, all tanks, Helicopter
Uranium 0/2/3 Fission Nuclear Sub, Aegis Cruiser, Tactical Nuke, ICBM
Saltpeter 0/0/1 Gunpowder Musketman, Musketeer, Cavalry, Cossack, Cannon, Privateer, Frigate, Man-O-War

Luxury Resources (8):

Graphic Name Food Shield Commerce
Dyes 0 0 +1
Furs 0 +1 +1
Gems 0 0 +4
Incense 0 0 +1
Ivory 0 0 +2
Silks 0 0 +3
Spices 0 0 +2
Wine +1 0 +1

Bonus Resources (6):

Graphic Name Food Shield Commerce
Gold 0 0 +4
Wheat +2 0 0
Fish +2 0 +1
Cattle +2 +1 0
Whales +1 +1 +2
Game +1 0 0

Related Links:

Civilization III: City Improvements

Graphic City Improvement Requires Effect
Airport

Cost: 160
Culture: 0
Upkeep: 2

Flight Produces veteran air units, trading hub
Aqueduct

Cost: 100
Culture: 0

Upkeep: 1

Construction Allows population growth past size 6, for cities with no access to fresh water
Bank

Cost: 160
Culture: 0
Upkeep: 1

Banking 50% increase to the city's tax revenue
Barracks

Cost: 40
Culture: 0

Upkeep: 1

--

Produces veteran ground units, allows ground unit upgrade, and heals ground units in 1 turn
Cathedral

Cost: 160
Culture: 3
Upkeep: 2

Monotheism Requires temple, makes 3 unhappy citizens content
City Walls

Cost: 20
Culture: 0

Upkeep: 0

Masonry

Provides a land bombardment defense of 8, and +50% to defensive bonus against land attacks, not needed past size 6
Coal Plant

Cost: 160
Culture: 0
Upkeep: 3

Industrialization, Coal Increases factory output by 50%, causes pollution
Coastal Fortress

Cost: 40
Culture: 0

Upkeep: 0

Metallurgy, Iron, Saltpeter Provides a naval bombardment defense of 8, +50% against naval attacks, and automatically bombards passing enemy ships
Colosseum

Cost: 120
Culture: 2
Upkeep: 2

Construction Makes 2 unhappy citizens content
Courthouse

Cost: 80
Culture: 0

Upkeep: 1

Code of Laws Reduces corruption, reduces effect of propaganda against the city
Factory

Cost: 240
Culture: 0
Upkeep: 3

Industrialization, Iron 50% increase to production, causes pollution
Granary

Cost: 60
Culture: 0

upkeep: 1

Pottery Halves food storage required for population growth
Harbor

Cost: 80
Culture: 0
Upkeep: 1

Map Making +1 food from coast, sea and ocean squares, produces veteran sea units, trading hub, and upgrades sea units
Hospital

Cost: 160
Culture: 0

Upkeep: 2

Sanitation Allows population growth past size 12
Hydro Plant

Cost: 240
Culture: 0
Upkeep: 3

Electronics Increases factory output by 50%, requires a river, makes no pollution
Library

Cost: 80
Culture: 3

Upkeep: 1

Literature 50% increase to the city's science output
Manufacturing Plant

Cost: 320
Culture: 0
Upkeep: 3

Robotics

50% increase to production, causes pollution
Marketplace

Cost: 100
Culture: 0

Upkeep: 1

Currency 50% increase to tax revenue, increases effect of luxury resources
Mass Transit

Cost: 200
Culture: 0
Upkeep: 2

Ecology, Rubber Reduces pollution from population
Nuclear Plant

Cost: 240
Culture: 0

Upkeep: 3

Nuclear Power, Uranium Increases factory output by 100%, produces no pollution, requires fresh water, chance of meltdown
Offshore Platform

Cost: 240
Culture: 0
Upkeep: 3

Miniaturization +1 shield from coast, sea and ocean squares
Palace

Cost: 100
Culture: 1

Upkeep: 0

Masonry Acts as center of your empire, eliminates corruption/waste in the capital and reduces it in nearby cities
Police Station

Cost: 160
Culture: 0
Upkeep: 2

Communism Reduces war weariness, reduces corruption
Recycling Plant

Cost: 200
Culture: 0

Upkeep: 2

Recycling Reduces pollution caused by city improvements
Research Lab

Cost: 200
Culture: 2
Upkeep:2

Computers 50% increase to science output
SAM Missile Battery

Cost: 80
Culture: 0

Upkeep: 2

Rocketry, Aluminum Defends against air bombardment
Solar Plant

Cost: 320
Culture: 0
Upkeep: 3

Ecology Increases factory output by 50%, makes no pollution
Temple

Cost: 60
Culture: 2

Upkeep: 1

Ceremonial Burial Makes 1 unhappy citizen content
University

Cost: 200
Culture: 4
Upkeep: 2

Education 50% increase to science output

Related Links:

Civilization III: Wonders of the World

Wonders of the World are as important as ever. Civ3 has most of the Wonders in Civ2, plus several new ones. Some old wonders function in new ways. There is a brand new set of Wonders called "Small Wonders". While Great Wonders can be constructed only once in the world, Small Wonders can be built by every civilization. Another difference is that Great Wonders can be made obsolete by new technologies, Small Wonders cannot.

An interesting feature is Great Wonders are associated with one or more of the Civilization strengths. If the attributes of the Wonders you've completed match your Civ's strengths, you will trigger a Golden Age.

There are 24 Great Wonders and 10 Small Wonders.

Great Wonders (24):

Graphic Great Wonder Attributes Benefits
Great Wall

Cost: 200
Culture: 2

Requires: Construction
Expires: Metallurgy

Militaristic & Industrious Doubles effects of city walls and attack strength vs. barbarians.
SETI Program

Cost: 1000
Culture: 3

Requires: Computers
Expires: Never

Expansionist Doubles science output of city
Lighthouse

Cost: 400
Culture: 2
Requires: Map Making

Expires: Magnetism

Expansionist & Commercial +1 ship movement. Galleys can travel safely at sea.
Colossus

Cost: 200
Culture: 3
Requires: Bronze Woking

Expire: Flight

Expansionist & Religious +1 commerce in any square already producing commerce in that city.
Great Library

Cost: 400
Culture: 6
Requires: Literature

Expire: Education

Scientific Civilization receives any civilization advance already discovered by 2 other known civs for free.
Hanging Gardens

Cost: 300
Culture: 4
Requires: Monarchy

Expire: Steam Power

Industrious Makes 3 unhappy citizens content in its city and one unhappy citizen content in your other cities.
Oracle

Cost: 300
Culture: 4
Requires: Mysticism
Expire: Theology

Religious Doubles the effect of all temples.
Pyramid

Cost: 400

Culture: 4
Requires: Masonry
Expire: Never

Industrious & Religious Acts as a granary in all your cities on the same continent.
United Nations

Cost: 1000
Culture: 4

Requires: Fission
Expire: Never

Commercial Enables diplomatic victory.
Hoover Dam

Cost: 800
Culture: 3
Requires: Electronics

Expires: Never

Industrious Acts as a Hydro Plant in all your cities on that continent.
Sistine Chapel

Cost: 600
Culture: 6
Requires: Theology
Expire: Never

Religious Doubles the effect of Cathedrals.
Leonardo's Workshop

Cost: 600

Culture: 2
Requires: Invention
Expire: Never

Militaristic Halves the upgrade cost of units.
Theory of Evolution

Cost: 600
Culture: 3

Requires: Scientific Method
Expire: Never

Scientific Gives 2 free techs.Known as Darwin's Voyage in Civ2.
Art of War

Cost: 600
Culture: 2
Requires: Feudalism

Expire: Never

Militaristic Provides benefits of a Barracks in all your cities on that continent.
Copernicus' Observatory

Cost: 400
Culture: 4
Requires: Astronomy
Expire: Never

Expansionist Doubles science output in that city.
Magellan's Voyage

Cost: 400

Culture: 3
Requires: Navigation
Expire: Never

Expansionist & Commercial Movement of all naval units is increased by 1.
Shakespeare's Theatre

Cost: 400
Culture: 6

Requires: Free Artistry
Expire: Never

- Makes 8 unhappy citizens in that city content.
Smith's Trading Co.

Cost: 600
Culture: 3
Requires: Economics

Expire: Never

Commercial Free maintenance for Marketplaces, Banks, Harbors, and Airports.
Longevity

Cost: 1000
Culture: 3
Requires: Genetics
Expire: Never

Scientific Population increases by 2 instead of 1 when the food box is filled.
Manhattan Project

Cost: 800

Culture: 2
Requires: Fission
Expire: Never

Militaristic & Industrious Allows construction of nuclear weapons by all civilizations.
Bach's Cathedral

Cost: 600
Culture: 5

Requires: Music Theory
Expire: Never

Religious Decreases the number of unhappy people by 2 in each city on the same continent.
Cure for Cancer

Cost: 1000
Culture: 4
Requires: Genetics

Expire: Never

Scientific Makes one unhappy citizen content in all your cities.
Universal Suffrage

Cost: 800
Culture: 4
Requires: Industrialization
Expire: Never

Militaristic Reduces war weariness in all your cities.
Newton's University

Cost: 400

Culture: 6
Requires: Theory of Gravity
Expire: Metallurgy

Scientific Doubles science output of city

Next Page: Small Wonders >>

Related Links:

Civilization III: Governments

Governments: Civilization 3 Complete V1.22
Click here for the discussion thread.

What you should know:
Town: 1-6 population
City: 7-12 population (requires fresh water or an aquaduct)
Metro: 12+ population (requires a hospital or the Shakespeare's Theatre wonder)

Hurry Method: you can either buy units or buildings (rate is 4 gold for a shield). Or you 'whip' people; 1 citizen for 20 shields.
Corruption: how much commerce and production is wasted.
War Weariness: When at war, your citizens can grow tired of the war and become unhappy. Or not.
Draft Rate: the number of citizens you can draft per turn.
Military Police Limit: Max number of units in a city that makes 1 unhappy citizen content.
Unit Support: number of units that cost you no money. All units 'over the cap' cost you 1gpt.
Under Republic they cost 2gpt, under Feudalism they cost 3gpt.
4 towns and 3 cities under Monarchy have 4x2 + 3x4 = 20 unit support. That means that every unit over the cap of 20 cost you 1gpt.


Anarchy
Anarchy happens when switching from one Gov to another - called revolution. It basically means you have no government at all. It also happens when WW reaches 100% when under Democracy.
It lasts from 2 to 8 turns, dependent on the size of your civilization / map size. You don't want to be here.

Worker Efficiency: 50%
Hurry Method: None
Corruption: Catastrophic
War Weariness: none
Draft Rate: 0
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: No city production, no research, Despo Penalty (see Despotism)


Despotism
A.k.a.: Despo
'Base' government, this is the government where you start with. Good for starting Civs with little income, happiness problems (lack of luxuries) or without the income to support a large military.

Worker Efficiency: 100%
Hurry Method: Forced labor
Corruption: Rampant
War Weariness: none
Draft Rate: 2
Military Police Limit: 2
Unit Support Town/City/Metro: 4/4/4
Notes: Any square which produces more than 2 food, commerce, or shields produces 1 less. (aka 'Despo Penalty')


Feudalism
Good for civs with small towns (under pop 6). You might actually want small towns because of the unit support - you can do that by whipping your citizens to hurry up production.
Also for countries that are behind at the start of a game and want to expand through war.

Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Problematic
War Weariness: Low
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 5/2/1
Notes: Units over the cap cost 3 gpt


Monarchy
The lack of war weariness (WW) can be more valuable than the commerce bonus in Republic and Democracy, if you plan to be at war for a long time.
The presence of military police can compensate a lack of luxuries and makes a good combination for small kingdoms at war and have an army a Republic can't support.

Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Problematic
War Weariness: none
Draft Rate: 2
Military Police Limit: 3
Unit Support Town/City/Metro: 2/4/8


Fascism
For reichs that are expanding through war, are under developed and won't see peace any time soon...

Worker Efficiency: 200%
Hurry Method: Forced Labor
Corruption: Nuisance
War Weariness: None
Draft Rate: 2
Military Police Limit: 4
Unit Support Town/City/Metro: 4/7/10
Notes: Pop declines when you change over.
Culture is not produced until you have a popular majority.
Higher chance of espionage mission success


Communism
A.k.a.: Commie
Late game gov for large civs (3 city cores) that have corruption problems in far away potentially big cities.
Good for extended wars because there's no WW and good unit support. Also, you can whip foreign people in newly conquered cities to prevent revolts. Able to build the Secret Police HQ.

Worker Efficiency: 100%
Hurry Method: Forced Labor
Corruption: Communal
War Weariness: None
Draft Rate: 2
Military Police Limit: 4
Unit Support Town/City/Metro: 6/6/6
Notes: Higher chance of espionage mission success


Republic
A.k.a.: Repo
For republics big enough to support their military; fighting short succesful wars. Long wars will cost you to keep your population happy.
Most popular government because of the commerce bonus, the low WW and because there's less corruption than under Monarchy and Despotism.

Worker Efficiency: 100%
Hurry Method: Pay citizens
Corruption: Nuisance
War Weariness: Low
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 1/3/4
Notes: Military over the cap cost 2 gpt.
Adds 1 commerce to any tile already producing at least 1 = the commerce bonus.


Democracy
A.k.a.: Demo
For peaceful builders, not planning to be at war anytime soon. Requires good diplomatic skills to stay out of war.

Worker Efficiency: 150%
Hurry Method: Pay citizens
Corruption: Minimal
War Weariness: High
Draft Rate: 1
Military Police Limit: 0
Unit Support Town/City/Metro: 0/0/0
Notes: Cities immune from propaganda.
Adds 1 commerce to any tile already producing at least 1 = the commerce bonus.