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In Civ-War, governments play an important role in how you manage and optimize the towns in your civ. Each kind of government has benefits and drawbacks and it will be up to the the leader and advisers to decide which government type is best for them. Additionally, governments have been designed to be as realistic as possible while still being balanced and relevant to Minecraft.

Changing Governments[edit | edit source]

Leaders and Advisers have the power to change a Civilization's government. Once the required technology is available, you can switch your government using the "/civ gov change" command. "/civ gov info" shows you information about your current government. And "/civ gov list" shows the governments currently available to your civ.

Command Example
/civ gov change [type] /civ gov change monarchy

Note: Changing your Government will always take 24 hours. (so you have to pay one time - next upkeep - your normal upkeep * 5) So choose wisely and try to don't change Government so often. Exception, if you have got the wonder Notre Dame, in this case Government will change instantly.

Government Comparison Table[edit | edit source]

Government Trade Rate Cottage Rate Upkeep Rate Growth Rate Max Tax Rate Culture Rate Hammer Rate Beaker Rate Power
Anarchy 0% 0% 500% 30% 0% 0% 50% 50% Mayors/Assistants
Tribalism 80% 80% 100% 50% 5% 100% 100% 100% Mayors/Assistants
Despotism 80% 80% 125% 50% 10% 100% 110% 100% Mayors/Assistants
Monarchy 80% 150% 150% 80% 30% 105% 100% 100% Mayors/Assistants
Theocracy 200% 80% 115% 75% 50% 125% 100% 100% Mayors/Assistants
Communism 100% 100% 75% 85% 20% 100% 175% 100% Mayors/Assistants

Anarchy[edit | edit source]

This is a special government type. A town enters Anarchy when switching between government types for a period of 24 hours. No power decisions can be made during Anarchy. Towns do not collect any money, including taxes, during anarchy. Money can still be deposited with the "/town deposit" command.

Tribalism[edit | edit source]

This is the default government type for all towns.

Despotism[edit | edit source]

Pros[edit | edit source]

  • Favors civilizations that rely heavily on mining as a source of income
  • Improvement Trommel is 200% more effective
  • Mayor can set the value of any plot

Cons[edit | edit source]

  • Town upkeep increases exponentially with the number of town residents
  • Improvements cost 10% more
  • High Upkeep

Monarchy[edit | edit source]

Pros[edit | edit source]

  • High cottage income rates
  • High farm growth rates

Cons[edit | edit source]

  • Improvement Trommel efficiency decreased by 20%
  • High Upkeep

Theocracy[edit | edit source]

Pros[edit | edit source]

  • Improvements cost 10% less
  • Trade income is greatly increased

Cons[edit | edit source]

  • Improvement Trommel efficiency decreased by 20%
  • Library enchants cost 15% more

Communism[edit | edit source]

Pros[edit | edit source]

  • 100% Trommel efficiency
  • Hammer production increased by 25%

Cons[edit | edit source]

  • High Upkeep

Republic[edit | edit source]

As of Civ-War v1.3, the Republic government type is not implemented.

Cons[edit | edit source]

  • High Upkeep

Government Tree[edit | edit source]


See also[edit | edit source]

Tutorials Town Mechanics Civ Mechanics Defensive Structures Town Structures Tile Improvements Wonders Units Command Reference