Click a leader portrait below to access the detailed intelligence report for that particular civilization.
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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.
A/D/M: Attack/Defend/Move
B/R/F: Bombard/Range/Firing Rate
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M (B/R/F) | Requirements |
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Legionary | Roman | Swordsman | 30 | 3/3/1 | Iron |
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Hoplite | Greek | Spearman | 20 | 1/3/1 | - |
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Panzer | German | Tank | 100 | 16/8/3 | Oil, Rubber |
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Rider | Chinese | Knight | 70 | 4/3/3 | Horses, Iron |
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Samurai | Japanese | Knight | 70 | 4/4/2 | Iron |
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War Elephant | Indian | Knight | 70 | 4/3/2 | - |
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Jaguar Warrior | Aztec | Warrior | 10 | 1/1/2 | - |
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Mounted Warrior | Iroquois | Horseman | 30 | 3/1/2 | Horses |
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War Chariot | Egyptian | Chariot | 20 | 2/1/2 | Horses |
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Bowman | Babylonian | Archer | 20 | 2/2/1 | - |
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Cossack | Russian | Cavalry | 80 | 6/4/3 | Horses, Saltpeter |
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F15 | American | Jet Fighter | 100 | 8/4 (4/6/2) | Oil, Aluminum |
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Musketeer | French | Musket Man | 60 | 3/4/1 | Saltpeter |
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Immortal | Persian | Swordsman | 30 | 4/2/1 | Iron |
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Impi | Zulu | Spearman | 20 | 1/2/2 | - |
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Man-o-War | English | Frigate | 60 | 3/2/4 (3/1/2) | Iron, Saltpeter |
| Unit Graphic | Unit Name | Cost | A/D/M | Requirements |
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Warrior | 10 | 1/1/1 | - |
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Spearman | 20 | 1/2/1 | - |
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Pikeman | 30 | 1/3/1 | Iron |
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Archer | 20 | 2/1/1 | - |
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Longbowman | 40 | 4/1/1/ | - |
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Swordsman | 30 | 3/2/1 | Iron |
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Musket Man | 60 | 2/4/1 | Saltpeter |
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Rifleman | 80 | 4/6/1 | - |
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Infantry | 90 | 6/10/1 | Rubber |
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Paratrooper | 100 | 6/8/1 | Oil, Rubber |
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Marines | 100 | 8/6/1 | Rubber |
| Unit Graphic | Unit Name | Cost | A/D/M | Requirements |
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Mech Infantry | 110 | 12/18/2 | Oil, Rubber |
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Chariot | 20 | 1/1/2 | Horses |
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Horseman | 30 | 2/1/2 | Horses |
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Knight | 70 | 4/3/2 | Horses, Iron |
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Cavalry | 80 | 6/3/3 | Horses, Saltpeter |
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Tank | 100 | 16/8/2 | Oil, Rubber |
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Modern Armor | 120 | 24/16/3 | Oil, Aluminum, Rubber |
All artillery units have 1 movement point.
| Unit Graphic | Unit Name | Cost | B/R/F | Requirements |
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Catapult | 20 | 4/1/1 | - |
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Cannon | 40 | 8/1/2 | Iron, Saltpeter |
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Artillery | 80 | 12/2/2 | - |
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Radar Artillery | 120 | 16/2/2 | Aluminum |
| Unit Graphic | Unit Name | Cost | A/D/M | Population Cost |
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Settler | 30 | 0/0/1 | 2 |
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Worker | 10 | 0/0/1 | 1 |
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Scout | 10 | 0/0/2 | - |
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Explorer | 20 | 0/0/2 | - |
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Great Leader | - | 0/0/3 | - |
| Unit Graphic | Unit Name | Cost | A/D | B/R/F | Carries | Requirements |
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Fighter | 80 | 4/2 | 2/4/1 | - | Oil |
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Jet Fighter | 100 | 8/4 | 2/6/1 | - | Oil, Aluminum |
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Stealth Fighter | 120 | 0/0 | 4/6/2 | - | Oil, Aluminum |
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Bomber | 100 | 0/2 | 8/6/3 | - | Oil |
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Stealth Bomber | 240 | 0/0 | 8/8/3 | - | Oil, Aluminum |
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Helicopter * | 80 | 0/2 | - | 1 | Oil, Rubber |
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Cruise Missile | 60 | 0/0 | 16/2/3 | - | Aluminum |
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Tactical Nuke | 300 | 0/0 | - | - | Aluminum, Uranium |
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ICBM | 600 | 0/0 | - | - | Aluminum, Uranium |
* Helicopter's range is 4.
| Unit Graphic | Unit Name | Cost | A/D/M | B/R/F | Carries | Requirements |
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Galley | 30 | 1/1/3 | - | 2 | - |
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Caravel | 40 | 1/2/3 | - | 3 | - |
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Galleon | 60 | 1/2/4 | - | 4 | - |
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Transport | 100 | 1/4/5 | - | 8 | Oil |
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Privateer | 60 | 2/1/3 | - | - | Iron, Saltpeter |
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Frigate | 60 | 2/2/4 | 2/1/2 | - | Iron, Saltpeter |
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Ironclad | 80 | 4/4/4 | 4/1/2 | - | Coal, Iron |
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Submarine | 100 | 8/4/3 | - | - | Oil |
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Nuclear Sub. | 120 | 6/4/3 | - | 1 | Uranium |
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Destroyer | 120 | 12/8/5 | 6/1/2 | - | Oil |
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AEGIS Cruiser | 160 | 12/10/5 | 4/2/2 | - | Aluminum, Uranium |
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Battleship | 200 | 18/12/5 | 8/2/2 | - | Oil |
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Carrier | 180 | 1/8/4 | - | 4 | Oil |
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.
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
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M (B/R/F) | Requirements |
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Conquistador* | Spanish | Explorer | 70 | 3/2/2 | Horses |
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Keshik* | Mongols | Knight | 60 | 4/2/2 | Horses |
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Berserk* | Vikings | Longbowmen | 70 | 6/2/1 | - |
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Gallic Swordsman | Celts | Swordsman | 50 | 3/2/2 | Iron |
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Numidian Mercenary | Carthaginians | Spearman | 30 | 2/3/1 | - |
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Sipahi | Ottomans | Cavalry | 100 | 8/3/3 | Horses, Saltpeter |
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Ansar Warrior | Arabs | Knight | 60 | 4/2/3 | Horses, Iron |
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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. | ||||||
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 |
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Guerilla | 90 | 6/6/1 | - |
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Medieval Infantry | 40 | 4/2/1 | Iron |
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 |
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Lincoln | Americans | 1/1/2 |
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Abu | Arabs | 1/1/2 |
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Alexander | Greeks | 1/1/2 |
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Bismarck | German | 1/1/2 |
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Brennus | Celts | 1/1/2 |
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Caesar | Romans | 1/1/2 |
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Catherine | Russians | 1/1/2 |
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Cleopatra | Egyptians | 1/1/2 |
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Elizabeth | English | 1/1/2 |
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Gandhi | Indians | 1/1/2 |
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Hammurabi | Babylonians | 1/1/2 |
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Hannibal | Carthaginians | 1/1/2 |
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Hiawatha | Iroquois | 1/1/2 |
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Isabella | Spanish | 1/1/2 |
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Joan d'Arc | French | 1/1/2 |
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Mao | Chinese | 1/1/2 |
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Montezuma | Aztecs | 1/1/2 |
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Osman | Ottomans | 1/1/2 |
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Ragnar | Vikings | 1/1/2 |
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Shaka | Zulus | 1/1/2 |
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Temujin | Mongols | 1/1/2 |
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Tokugawa | Japanese | 1/1/2 |
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Wang Kon | Koreans | 1/1/2 |
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Xerxes | Persians | 1/1/2 |
The Princess functions as the flag in the Capture the Princess short game mode.
| Unit Graphic | Unit Name | Cost | A/D/M |
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Princess | 0 | 0/0/1 |
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.
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
| Unit Graphic | Unit Name | Nationality | Replaces | Cost | A/D/M/AA (B/R/F) | Requirements / Specials |
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Three-Man Chariot | Hittites | Chariot | 30 | 2/2/2 | Horses |
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Carrack | Portugal | Caravel | 40 | 2/2/4 | Doesn't sink on ocean |
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Chasquis Scout | Inca | Scout | 20 | 1/1/2 | Ignores hills & mountains move cost |
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Dromon | Byzantines | Galley | 30 | 2/1/3 (2/1/2) | Lethal Sea Bombardment |
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Enkidu Warrior | Sumeria | Warrior | 10 | 1/2/1 | - |
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Javelin Thrower | Maya | Archer | 30 | 2/2/1 | Enslave |
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Swiss Mercenary | Netherlands | Pikemen | 30 | 1/4/1 | - |
These units are available to all Civs.
| Unit Graphic | Unit Name | Cost | A/D/M/AA | Requirements |
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Curragh | 15 | 1/1/2 | - |
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Flak | 70 | 1/6/1/2 | - |
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Cruiser | 160 | 15/10/6/1 (7/1/2), Radar | Oil |
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Mobile SAM | 100 | 1/6/2/4 | - |
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TOW Infantry | 120 | 12/14/1 (6/0/1) | - |
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Trebuchet | 30 | 0/0/1 (6/1/1) | - |
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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. | ||||
These units can only be generated by certain great wonders.
| Unit Graphic | Unit Name | Cost | A/D/M | Great Wonder | Requirements |
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Ancient Cavalry | 40 | 3/2/2 1 HP Bonus |
Temple of Zeus | Ivory |
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Crusader | 70 | 5/3/1
Can build fort |
Knights Templar | - |
| Unit Graphic | Unit Name | Nationality | A/D/M |
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Gilgamesh | Sumerians | 1/1/2 |
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Henry | Portuguese | 1/1/2 |
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Mursilis | Hittites | 1/1/2 |
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Pachacuti | Incan | 1/1/2 |
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Smoke-Jaguar | Mayan | 1/1/2 |
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Theodora | Byzantines | 1/1/2 |
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William | Dutch | 1/1/2 |
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 |
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Scientific Leader | 0 | 0/0/3 |
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:
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 |
| 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 |
| 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 |
Detailed info about resource related game concepts are available in the Civilization III Info Center.
| Graphic | City Improvement | Requires | Effect |
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Airport
Cost: 160 |
Flight | Produces veteran air units, trading hub |
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Aqueduct
Cost: 100 Upkeep: 1 |
Construction | Allows population growth past size 6, for cities with no access to fresh water |
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Bank
Cost: 160 |
Banking | 50% increase to the city's tax revenue |
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Barracks
Cost: 40 Upkeep: 1 |
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Produces veteran ground units, allows ground unit upgrade, and heals ground units in 1 turn |
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Cathedral
Cost: 160 |
Monotheism | Requires temple, makes 3 unhappy citizens content |
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City Walls
Cost: 20 Upkeep: 0 |
Masonry |
Provides a land bombardment defense of 8, and +50% to defensive bonus against land attacks, not needed past size 6 |
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Coal Plant
Cost: 160 |
Industrialization, Coal | Increases factory output by 50%, causes pollution |
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Coastal Fortress
Cost: 40 Upkeep: 0 |
Metallurgy, Iron, Saltpeter | Provides a naval bombardment defense of 8, +50% against naval attacks, and automatically bombards passing enemy ships |
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Colosseum
Cost: 120 |
Construction | Makes 2 unhappy citizens content |
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Courthouse
Cost: 80 Upkeep: 1 |
Code of Laws | Reduces corruption, reduces effect of propaganda against the city |
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Factory
Cost: 240 |
Industrialization, Iron | 50% increase to production, causes pollution |
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Granary
Cost: 60 upkeep: 1 |
Pottery | Halves food storage required for population growth |
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Harbor
Cost: 80 |
Map Making | +1 food from coast, sea and ocean squares, produces veteran sea units, trading hub, and upgrades sea units |
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Hospital
Cost: 160 Upkeep: 2 |
Sanitation | Allows population growth past size 12 |
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Hydro Plant
Cost: 240 |
Electronics | Increases factory output by 50%, requires a river, makes no pollution |
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Library
Cost: 80 Upkeep: 1 |
Literature | 50% increase to the city's science output |
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Manufacturing Plant
Cost: 320 |
Robotics |
50% increase to production, causes pollution |
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Marketplace
Cost: 100 Upkeep: 1 |
Currency | 50% increase to tax revenue, increases effect of luxury resources |
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Mass Transit
Cost: 200 |
Ecology, Rubber | Reduces pollution from population |
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Nuclear Plant
Cost: 240 Upkeep: 3 |
Nuclear Power, Uranium | Increases factory output by 100%, produces no pollution, requires fresh water, chance of meltdown |
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Offshore Platform
Cost: 240 |
Miniaturization | +1 shield from coast, sea and ocean squares |
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Palace
Cost: 100 Upkeep: 0 |
Masonry | Acts as center of your empire, eliminates corruption/waste in the capital and reduces it in nearby cities |
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Police Station
Cost: 160 |
Communism | Reduces war weariness, reduces corruption |
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Recycling Plant
Cost: 200 Upkeep: 2 |
Recycling | Reduces pollution caused by city improvements |
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Research Lab
Cost: 200 |
Computers | 50% increase to science output |
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SAM Missile Battery
Cost: 80 Upkeep: 2 |
Rocketry, Aluminum | Defends against air bombardment |
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Solar Plant
Cost: 320 |
Ecology | Increases factory output by 50%, makes no pollution |
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Temple
Cost: 60 Upkeep: 1 |
Ceremonial Burial | Makes 1 unhappy citizen content |
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University
Cost: 200 |
Education | 50% increase to science output |
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.
| Graphic | Great Wonder | Attributes | Benefits |
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Great Wall
Cost: 200 Requires: Construction |
Militaristic & Industrious | Doubles effects of city walls and attack strength vs. barbarians. |
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SETI Program
Cost: 1000 Requires: Computers |
Expansionist | Doubles science output of city |
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Lighthouse
Cost: 400 Expires: Magnetism |
Expansionist & Commercial | +1 ship movement. Galleys can travel safely at sea. |
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Colossus
Cost: 200 Expire: Flight |
Expansionist & Religious | +1 commerce in any square already producing commerce in that city. |
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Great Library
Cost: 400 Expire: Education |
Scientific | Civilization receives any civilization advance already discovered by 2 other known civs for free. |
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Hanging Gardens
Cost: 300 Expire: Steam Power |
Industrious | Makes 3 unhappy citizens content in its city and one unhappy citizen content in your other cities. |
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Oracle
Cost: 300 |
Religious | Doubles the effect of all temples. |
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Pyramid
Cost: 400 Culture: 4 |
Industrious & Religious | Acts as a granary in all your cities on the same continent. |
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United Nations
Cost: 1000 Requires: Fission |
Commercial | Enables diplomatic victory. |
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Hoover Dam
Cost: 800 Expires: Never |
Industrious | Acts as a Hydro Plant in all your cities on that continent. |
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Sistine Chapel
Cost: 600 |
Religious | Doubles the effect of Cathedrals. |
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Leonardo's Workshop
Cost: 600 Culture: 2 |
Militaristic | Halves the upgrade cost of units. |
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Theory of Evolution
Cost: 600 Requires: Scientific Method |
Scientific | Gives 2 free techs.Known as Darwin's Voyage in Civ2. |
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Art of War
Cost: 600 Expire: Never |
Militaristic | Provides benefits of a Barracks in all your cities on that continent. |
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Copernicus' Observatory
Cost: 400 |
Expansionist | Doubles science output in that city. |
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Magellan's Voyage
Cost: 400 Culture: 3 |
Expansionist & Commercial | Movement of all naval units is increased by 1. |
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Shakespeare's Theatre
Cost: 400 Requires: Free Artistry |
- | Makes 8 unhappy citizens in that city content. |
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Smith's Trading Co.
Cost: 600 Expire: Never |
Commercial | Free maintenance for Marketplaces, Banks, Harbors, and Airports. |
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Longevity
Cost: 1000 |
Scientific | Population increases by 2 instead of 1 when the food box is filled. |
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Manhattan Project
Cost: 800 Culture: 2 |
Militaristic & Industrious | Allows construction of nuclear weapons by all civilizations. |
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Bach's Cathedral
Cost: 600 Requires: Music Theory |
Religious | Decreases the number of unhappy people by 2 in each city on the same continent. |
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Cure for Cancer
Cost: 1000 Expire: Never |
Scientific | Makes one unhappy citizen content in all your cities. |
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Universal Suffrage
Cost: 800 |
Militaristic | Reduces war weariness in all your cities. |
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Newton's University
Cost: 400 Culture: 6 |
Scientific | Doubles science output of city |
A Guide to Great Wonders and How to Use Them by TheDarkPhantom
Detailed info about Wonders of the World related game concepts are available in the Civilization III Info Center.
What you should know:
Anarchy
Despotism
Feudalism
Monarchy
Fascism
Communism
Republic
Democracy