Governments and Commonwealths: Difference between revisions

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=== Governments ===
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Governments </h1>
 
[[File:Manage Governments and Commonwealths screen.jpg|thumb|Manage Governments and Commonwealths screen]]
 
After colonizing a second planet the option appears to choose the type of government. Governments can affect what civilization can and can't do, offer bonuses and penalties, ships and cabinet members. Governments' availability depends on the civilization's species, ideology and researched technologies.  
After colonizing a second planet the option appears to choose the type of government. Governments can affect what civilization can and can't do, offer bonuses and penalties, ships and cabinet members. Governments' availability depends on the civilization's species, ideology and researched technologies.  
After changing the government type 26 turns must pass before it can be changed again.
The Manage Governments screen is also where Crisis Managers are unassigned when successfully completing certain [[Crises]] paths.


'''Government traits'''
'''Government traits'''
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* Worker's Rights: No Rush Buying
* Worker's Rights: No Rush Buying


== List of Governments ==
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> List of Governments </h2>


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
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* Ship Construction +20%
* Ship Construction +20%
* Moves +1
* Moves +1
* Colony Limit 4
* Colony Limit 6
* No Elections
* No Elections
|-
|-
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* Defender of the Faith (Unique Ship)
* Defender of the Faith (Unique Ship)
The symbol of our divine favor. The sight of it inspires the faith of the entire planet it orbits and provides +5 Morale.
The symbol of our divine favor. The sight of it inspires the faith of the entire planet it orbits and provides +5 Morale.
* Morale +1
* Morale +10%
* Colony Limit 4
* Colony Limit 5
* No Elections
* No Elections
|-
|-
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The Prefect links the manufacturing systems of the planet it orbits, providing +5 to All Construction.
The Prefect links the manufacturing systems of the planet it orbits, providing +5 to All Construction.
* Influence Growth +10%
* Influence Growth +10%
* Colony Limit 4
* Colony Limit 7
* Holds Elections
* Holds Elections
|-
|-
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* Research +10%
* Research +10%
* Gross Income +10%
* Gross Income +10%
* Colony Limit 12
* Colony Limit 16
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
* Bureaucracy
* Contracts
* Contracts
|-
|-
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|You watch our entertainment and hunger for information about our celebrities. You wear our brands, and care about the issues we tell you about. You are already one of us.
|You watch our entertainment and hunger for information about our celebrities. You wear our brands, and care about the issues we tell you about. You are already one of us.
|
|
* Influence Growth +24
* Influence Growth +10
* Colony Limit 12
* Colony Limit 18
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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* Growth +50%
* Growth +50%
* Morale +3
* Morale +3
* Colony Limit 12
* Colony Limit 24
* Holds Elections
* Holds Elections
* Worker's Rights
* Worker's Rights
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* Colony Limit 18
* Colony Limit 18
* No Elections
* No Elections
* Cryptocurrency
* Contracts
* Contracts
|-
|-
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The Invisible Hand is capable of monitoring the financial transactions of an entire planet. It makes this data available to every investor, no matter how small, and everyone with a financial need so they can trade seamlessly. This provides +100% Income to the planet it orbits.
The Invisible Hand is capable of monitoring the financial transactions of an entire planet. It makes this data available to every investor, no matter how small, and everyone with a financial need so they can trade seamlessly. This provides +100% Income to the planet it orbits.
* Influence Growth +10%
* Influence Growth +10%
* Morale +1
* Morale +10%
* Trade Route Value +20%
* Trade Route Value +20%
* Colony Limit 12
* Colony Limit 32
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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The Science Czar is able to simulate large interactions at the molecular level. By making this capability available to the planet it orbits it is able to provide +50% Research.
The Science Czar is able to simulate large interactions at the molecular level. By making this capability available to the planet it orbits it is able to provide +50% Research.
* Research +30%
* Research +30%
* Colony Limit 24
* Colony Limit 32
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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* Ship Construction +100%
* Ship Construction +100%
* Research -50%
* Research -50%
* Morale +1
* Morale +10%
* Colony Limit 24
* Galactic
* No Elections
* No Elections
|-
|-
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* Moves +2
* Moves +2
* Ship Range +30%
* Ship Range +30%
* Colony Limit 24
* Colony Limit 36
* No Elections
* No Elections
* Cryptocurrency
* Cryptocurrency
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* Administrator Jelon
* Administrator Jelon
Administrator Jelon is a phenom. His oversight improves nearly all aspects of the planet he orbits, providing +10% Research, +10% Income, +10% Production and +10% Morale.
Administrator Jelon is a phenom. His oversight improves nearly all aspects of the planet he orbits, providing +10% Research, +10% Income, +10% Production and +10% Morale.
* Diplomacy Bonus +1
* Diplomacy Bonus -1
* Tourist Income +1%
* Tourist Income +1%
* Gross Income +20%
* Gross Income +20%
* Resistance +20%
* Resistance +20%
* Colony Limit 24
* Colony Limit 36
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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* All Construction +30%
* All Construction +30%
* Gross Income +20%
* Gross Income +20%
* Colony Limit 48
* Galactic
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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* Influence Growth +30%
* Influence Growth +30%
* Morale +1
* Morale +1
* Colony Limit 48
* Galactic
* Holds Elections
* Holds Elections
* Worker's Rights
* Worker's Rights
* Cryptocurrency
* Cryptocurrency
* Bureaucracy
* Contracts
* Contracts
|-
|-
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* Morale +1
* Morale +1
* Ship Range +30%
* Ship Range +30%
* Colony Limit 48
* Galactic
* Holds Elections
* Holds Elections
* Cryptocurrency
* Cryptocurrency
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* Morale +1
* Morale +1
* Moves +2
* Moves +2
* Colony Limit 48
* Galactic
* No Elections
* No Elections
* Cryptocurrency
* Cryptocurrency
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[[File:GovIcons Coalition.jpg|frameless]]
[[File:GovIcons Coalition.jpg|frameless]]
|Lose election.
|Lose election.
|If we lose an election a Coalition governmnet will be formed, and power will be held by our political enemies. We must maintain the approval of our people, or rule by force, if we are to avoid this.
|If we lose an election a Coalition government will be formed, and power will be held by our political enemies. We must maintain the approval of our people, or rule by force, if we are to avoid this.
|
|
* No Elections
* Bureaucracy
|}
|}


=== Commonwealths ===
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Commonwealths </h1>


Commonwealths are civilizations that are created in-game. Since most forms of government tend to have limits on how many planets they can have before the population starts to get upset, commonwealths can alleviate that unrest. Commonwealths are permanently allied with their parent civilization and provide source of income. They also count towards the influence and tourism income of their parent civilization.
Commonwealths are civilizations that are created in-game. Since most forms of government tend to have limits on how many planets they can have before the population starts to get upset, commonwealths can alleviate that unrest. Commonwealths are permanently allied with their parent civilization and provide source of income. They also count towards the influence and tourism income of their parent civilization.

Latest revision as of 12:21, 2 June 2020

Governments

Manage Governments and Commonwealths screen

After colonizing a second planet the option appears to choose the type of government. Governments can affect what civilization can and can't do, offer bonuses and penalties, ships and cabinet members. Governments' availability depends on the civilization's species, ideology and researched technologies.

After changing the government type 26 turns must pass before it can be changed again.

The Manage Governments screen is also where Crisis Managers are unassigned when successfully completing certain Crises paths.

Government traits

  • Bureaucracy: Can't Declare War
  • Crisis: Can only build Military ships
  • Contracts: can hold elections
  • Cryptocurrency: Galactic Market enabled
  • Galactic: No Colony Limit
  • Worker's Rights: No Rush Buying

List of Governments

Name Prerequisites Description Details
Colonial

NA We have brought peace and enlightenment to our planet. It is our responsibility to bring it to the worlds beyond.
  • Social Construction +10%
  • Growth +10%
  • Colony Limit 4
  • Holds Elections
  • Contracts
Imperial

NA Our history is littered with once great empires who stopped conquering and fell to ruin. We will not be one of them.
  • Diplomacy bonus -1
  • Ship Construction +20%
  • Moves +1
  • Colony Limit 6
  • No Elections
Theocracy

Bureaucrats Ability It is not race or a shared home that binds our nation together, but faith. Other governments fall away, but our religion is eternal.
  • Defender of the Faith (Unique Ship)

The symbol of our divine favor. The sight of it inspires the faith of the entire planet it orbits and provides +5 Morale.

  • Morale +10%
  • Colony Limit 5
  • No Elections
Unity

Ancient Ability "Government is a tool of a flawed society. It is unneeded when each citizen is a reflection of our shared values." - Akari Malara
  • Prefect (Unique Ship)

The Prefect links the manufacturing systems of the planet it orbits, providing +5 to All Construction.

  • Influence Growth +10%
  • Colony Limit 7
  • Holds Elections
Interstellar Republic

Diplomacy tech "Freedom has many difficulties and democracy is not perfect, but we never had to put up a wall to keep our citizens in." - John F. Kennedy
  • Prime Minister's Starship (Unique Ship)

The direct oversight of the Prime Minister invigorates a world, providing +30% to All Construction, Influence and Morale.

  • Trade Route Diplomacy +2
  • Research +10%
  • Gross Income +10%
  • Colony Limit 16
  • Holds Elections
  • Cryptocurrency
  • Contracts
Media Assimilation

Environmental Engineering Tech You watch our entertainment and hunger for information about our celebrities. You wear our brands, and care about the issues we tell you about. You are already one of us.
  • Influence Growth +10
  • Colony Limit 18
  • Holds Elections
  • Cryptocurrency
  • Contracts
Utopian

Xeno Industrialization Tech

Benevolent Ideology

The health and happiness of our citizens is directly drawn from the health of our worlds. We cannot attend to one and ignore the other.
  • Research -10%
  • Growth +50%
  • Morale +3
  • Colony Limit 24
  • Holds Elections
  • Worker's Rights
  • Cryptocurrency
  • Bureaucracy
  • Contracts
Stellar Monarchy

Interstellar Governance Tech I am the bedrock upon which this empire is built. It is only through my bloodline that it will survive and grow.
  • Princess (Unique Ship)

The Princess is the left hand of our monarch, and her oversight provides +25% Income and +25% Morale to the planet her ship orbits.

  • Prince (Unique Ship)

The Prince the is the right hand of our monarch, and his oversight provides +25% Military Production to the planet his ship orbits.

  • Ship Construction +20%
  • Colony Limit 18
  • No Elections
  • Cryptocurrency
  • Contracts
Information Oligarchy

Xeno Economics Tech By harnessing the power of our communication network we have discovered that we don't need a perfect government to make our citizens happy. We only need the propaganda of a perfect government.
  • The Invisible Hand (Unique Ship)

The Invisible Hand is capable of monitoring the financial transactions of an entire planet. It makes this data available to every investor, no matter how small, and everyone with a financial need so they can trade seamlessly. This provides +100% Income to the planet it orbits.

  • Influence Growth +10%
  • Morale +10%
  • Trade Route Value +20%
  • Colony Limit 32
  • Holds Elections
  • Cryptocurrency
  • Contracts
Emergency Coalition

Defense System Tech In times of crisis we need our government to claim complete control. Let us hope that they relinquish that control when the crisis has passed.
  • Patriot (Unique Ship)

This heavily armed ship may be exactly what we need to save us in desperate times.

  • Research -75%
  • Gross Income +100%
  • Morale -10%
  • Colony Limit 12
  • No Elections
  • Crisis
  • Contracts
Owner Aristocracy

Galactic Governance

Malevolent Ideology

Governments are prone to failure when the society must trust each citizen to survive. This is an opposition to the natural order, the king should rule the empire, the strong should enslave the weak.
  • The Flail (Unique Ship)

Initially produced to violently put down slave revolts, the Flail is just as effective at destroying enemy warships. The ship is so feared some owners create billboards to duplicate the Flail's shadow on the field where their slaves work.

  • Benevolent Diplomacy -4
  • Soldiering +20%
  • All Construction +30%
  • Morale -10%
  • Sensor Power +20%
  • Galactic
  • No Elections
  • Cryptocurrency
  • Contracts
Technocracy

Interstellar Democracy Tech We are no longer bound by roads and space lanes, but by communication networks. The physical world is only the bedrock that the infinite virtual worlds will be built upon.
  • Science Czar

The Science Czar is able to simulate large interactions at the molecular level. By making this capability available to the planet it orbits it is able to provide +50% Research.

  • Research +30%
  • Colony Limit 32
  • Holds Elections
  • Cryptocurrency
  • Contracts
Infinite Jihad

Cultural Outreach Tech Other governments wage war for money, resources or vain disputes. But we bring truth. If you won't listen to our missionaries, you will find our soldiers even more compelling.
  • Inquisitor

Though primarily designed for battle, the Inquisitor also provides +25% Military Production to the planet it orbits. This isn't because of any innate ability of the ship as much as the intimidating effect of its presence.

  • Ship Construction +100%
  • Research -50%
  • Morale +10%
  • Galactic
  • No Elections
Galactic Empire

Galactic Governance Tech Our government will be managed by our most powerful citizens. They have more to gain and lose by the success of our society.
  • Enforcer

This large warship was built to lead invasions. It even contains a manufacturing platform which can boost All Construction of planets it orbits by 25%.

  • Soldiering +20%
  • Ship Construction +20%
  • Moves +2
  • Ship Range +30%
  • Colony Limit 36
  • No Elections
  • Cryptocurrency
Interstellar Plutocracy

Interstellar Banking Tech

Pragmatic Ideology

We have replaced our politicians with the corporations they represent. A citizen is only a cog in the wheel. Our corporations are eternal.
  • Administrator Jelon

Administrator Jelon is a phenom. His oversight improves nearly all aspects of the planet he orbits, providing +10% Research, +10% Income, +10% Production and +10% Morale.

  • Diplomacy Bonus -1
  • Tourist Income +1%
  • Gross Income +20%
  • Resistance +20%
  • Colony Limit 36
  • Holds Elections
  • Cryptocurrency
  • Contracts
Singularity

Quantum Understanding Tech Our society has grown too complex for individual minds. By turning our government over to the AI the costs of bureaucracy are gone and each citizen will receive direct care from the government.
  • AI Overmind

Though the Overmind boosts the production of the planet it orbits, its legend is its true power. Orbiting like an obsidian moon it provides +100% Influence and +100% Social Construction to the planet it orbits.

  • Diplomacy Bonus -2
  • Logistics +8
  • All Construction +25%
  • Galactic
  • No Elections
  • Cryptocurrency
  • Contracts
Objectivism

Galactic Trade Tech

Pragmatic Ideology

"Most rally against the evils of corruption and greed, but for a government, altruism and hope are equally damaging."- Harondin Gaul
  • Pragmatism +50%
  • Pragmatic Diplomacy +4
  • Research +20%
  • All Construction +30%
  • Gross Income +20%
  • Galactic
  • Holds Elections
  • Cryptocurrency
  • Contracts
Star Federation

Star Federation Tech We cannot believe that we are the only ones fit to lead. Each world deserves respect, each people a voice. The government should serve all equally.
  • Galactic President

By directly resolving local issues and needless bureaucracy the Galactic President provides +50% Production to the planet it orbits.

  • Diplomacy Bonus +1
  • Influence Growth +30%
  • Morale +1
  • Galactic
  • Holds Elections
  • Worker's Rights
  • Cryptocurrency
  • Contracts
Galactic Communion

Stellar Emigration Tech

Benevolent Ideology

A government is a collection of people, not regions. Where our citizens are, so exists the state. Where a citizen celebrates, we all celebrate. Where a citizen suffers, we all suffer.
  • Commissar

The Commissar is the galaxy's most opulent ship, and can host over ten thousand citizens in style. By maintaining a constant schedule of celebrities and dignitaries it provides +20 Morale to the planet it orbits.

  • Influence Growth +10
  • Food +30%
  • Morale +1
  • Ship Range +30%
  • Galactic
  • Holds Elections
  • Cryptocurrency
  • Contracts
Galactic Kingdom

Cultural Domination Tech

Malevolent Ideology

Let weaker governments fight internal battles. In our society each citizen will serve someone greater. There will be no disputes, only obedience and conquest.
  • Viceroy

The Viceroy was built to conquer worlds. From leading the assault to providing +20% to All Construction for the planet it orbits so that they can rebuild before it moves on to the next system.

  • Soldiering +50%
  • Ship Construction +20%
  • All Construction +20%
  • Gross Income +50%
  • Morale +1
  • Moves +2
  • Galactic
  • No Elections
  • Cryptocurrency
  • Contracts
Coalition Government

Lose election. If we lose an election a Coalition government will be formed, and power will be held by our political enemies. We must maintain the approval of our people, or rule by force, if we are to avoid this.
  • No Elections
  • Bureaucracy

Commonwealths

Commonwealths are civilizations that are created in-game. Since most forms of government tend to have limits on how many planets they can have before the population starts to get upset, commonwealths can alleviate that unrest. Commonwealths are permanently allied with their parent civilization and provide source of income. They also count towards the influence and tourism income of their parent civilization.