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Freeciv communism
Freeciv communism












freeciv communism

  • The city with Magna Carta gets an extra build slot, allowing it to make two units per turn if one of those units is Peasants or an infantry-type.
  • The city with Magna Carta may make Peasants, which cost 1 population and add 1 population to whatever city they go to.
  • freeciv communism

    When switching from Monarchy, has no revolution or period under Anarchy.Activated by being in Monarchy and possessing the Magna Carta wonder.May not break treaties without Casus Belli. First government with trade bonuses on tiles worked by celebrating cities.First government with no output penalties on any tiles.This penalty can be reduced or eliminated by: -1 penalty on food/production/trade wherever tiles give 3+.Requires 2 martial law units or a Police Station.Can "Gulag" a city, starving it without experiencing Disorder.This penalty can be reduced or eliminated by * Constitutional Monarchy can have 2 military units per city deployed outside national borders. This comes at the cost of economic isolationism, loss of some trade and luxury. Ethnic identity unites the populace and its economic goals, while also obtaining strong military and police control. Communism has a uniform level of corruption. Absolute military control and a planned economy offer stability. Theocratic governments tap the power of religious faith to receive gold from temples while zealots heed the call to arms without upkeep.

    FREECIV COMMUNISM FREE

    Free enterprise nearly eliminates corruption, allowing maximum rapture and trade - but free citizens agitate most strongly against warfare. A little more freedom approximates Republic benefits while preserving some regal authority. Regal authority gives military power and reduced corruption. You rule by force and personality, which have less influence farther from the capital, causing heavy corruption & output penalties. You can choose different forms of government for your civilization:














    Freeciv communism