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No. 40514
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What are Civics?
Civics are various aspects that represent how you manage your empire. They replace the monolithic progression of governments from past Civilization titles, and indeed, instead of having certain Civics become eventually obsolete, every Civic beyond the starting set are at least situationally useful. Some have drawbacks, others do not. All provide some benefit to your civilization.
All civics incur an upkeep cost, ranging from "No Upkeep" to "High Upkeep." The costs are modified by the size of your empire and by inflation (which steadily increases throughout the game), with naturally "High Upkeep" and "Medium Upkeep" civics increasing at a much faster rate than "Low Upkeep" and "No Upkeep" civics. Generally, when you have a small empire early in the game, you won't sweat civic upkeep costs, but they become more and more relevant throughout the game. Civic upkeep costs are also higher on higher difficulty levels. Note the Organized trait reduces civic upkeep cost.
Anarchy and Civic Swapping
When you swap civics, you undergo a period of anarchy. When in anarchy, none of your cities produce anything--they don't accumulate production towards your builds, and they don't contribute any gold or science. Fortunately, you also pay no maintenance costs.
The duration of anarchy depends on a lot of things--the size of your empire, the game speed, and the amount of civics you change. Note that anarchy is much more costly in the late game than in the early game--in the early game, you're losing proportionally a lot less production/research than in the late (where your empire will be larger and more productive). Timing civic swaps can be important, I like to wait for anarchy to revolt to Slavery until after I built my first settler, but before I found my 2nd city, for example.
Note that after the period of anarchy ends, you cannot swap civics again for a time (the duration of which depends mostly on the game speed). Note that although swapping religions also incurs a period of anarchy, swapping religions does not trigger the "cooldown" on civic swapping, or vice versa. This might mean that if you know you're going to discover the requisite technologies for two new civics you want back to back, you should hold off on swapping after you discover the first so you can swap to both at once. Not only will you save a turn of anarchy in most cases, but you won't have to worry about the cooldown period.
Spiritual leaders do not suffer any anarchy, but still incur the cooldown period between religion or civic swaps. The Cristo Redentor great wonder reduces the cooldown time between civic swapping to 1 turn, and also causes the civilization that builds it to produce no anarchy. Note that Spiritual leaders get a +100% bonus to building this wonder, which helps to compensate for the fact that it does a little less for them, since they already have no anarchy~ However, they stand to better use the rapid civic-swapping it offers!
Civics
Despotism (Government)
Barbarism (Legal)
Tribalism (Labor)
Decentralization (Economic)
Paganism (Religion)
The default civics. They all provide no benefit and have a Low Upkeep, and are available from the start of the game.
Government Civics
Special Note
The Pyramids allows access to all Government civics for the civilization that builds it, regardless of your technological progress! To be honest, I question the usefulness of this. The Pyramids are a very expensive build, especially without stone or for non-Industrious leaders, and to really get the most out of it you need to be able to leverage the civics for your advantage. Slowing yourself down to land this wonder usually isn't worth it in my honest opinion, since it comes early enough that you really want to be out settling more land and producing workers (and defending yourself against barbarians). On the other hand, it's absolutely essential to a specialist-based empire in the early game, as it opens up Representation early enough for it to really matter~
Hereditary Rule (requires Monarchy)
Low upkeep. Each military unit stationed in a city provides +1 Happiness.
This is an excellent way to raise your happy cap in the midgame~ You should have at least one or two military units in each city, so that's an extra happiness right there, and you can add more to taste~
Useful Combos: Slavery. Whipping out military units gets you extra beef, and the military unit you produce cancels out the unhappiness from the whip~!
Representation (requires Constitution)
Medium upkeep. Each specialest provides +3 science, and your X largest cities (scales by map size) gain +3 happiness.
This also raises your happiness, but it comes late in the game if you don't have the Pyramids. If you're running this civic, you should really make sure to run some specialests, otherwise it's a big waste compared to Hereditary Rule~
Useful Combinations: Mercantilism, Caste System, Pacifism, Philosophical leader. Mercantilism gives you one free specialest in every city, this is a great way to get those extra beakers "for free"~ Caste System allows you to run as many Artist, Scientist, and Merchant specialests as you want, without the need to build the proper buildings in cities! Pacifism (and the Philosophical trait) increases the Great Person birth rate by 100%, and all of those specialests produce great person points~! I'm sure you can see the effectiveness of these combinations~
Police State (Requires Fascism)
High upkeep. +25% military unit production and -50% war weariness.
The applications of this one are pretty obvious, it's a warmonger trait~ You run this when you want to produce a bunch of units and go wage war~
Useful Combinations: Vassalage, Theocracy, Jails, Mt. Rushmore national wonder.
Vassalage and Theocracy both provide extra EXP for additional promotions for every military unit you produce--makes that extra production worth more~! Vassalage also adds a number of "free units," IE units that require gold for upkeep, therefore helping with the high maintenance cost of these civics. If you have a Jail in a city, the Mt. Rushmore national wonder, and this civic, you reduce War Weariness by 100%~! Yes, that means absolutely no war weariness~
Universal Suffrage (Requires Democracy)
Medium upkeep. +1 Production for towns, and allows spending gold to instantly finish the current project in a city's build queue.
In the late game, when you have a number of mature cottages (towns), this civic can add a huge amount of production to your empire. In addition, you can also produce a large amount of gold at once by simply turning the commerce slider to 100% gold, allowing for quick-rushing of crucial projects~
Useful Combinations: Emancipation, Free Speech, river cottages and Levees. Emancipation greatly increases the rate at which cottages mature, therefore getting you towns faster~ With a levee, a river cottage already produces +1 production, and with Universal Suffrage it's +2. Free Speech adds +2 commerce to every town, turning your towns into real powerhouse improvements~! Yes, cottages start off at a piddly +1 commerce, but in the end game, towns can be absurdly powerful~
Legal Civics
Vassalage (Requires Feudalism)
High upkeep. Military units are built with +2 XP, free support for X units (varies with map size).
This trait is mostly useful for building or supporting a large military~ I wouldn't use it for anything else~
Useful Combinations: See Police State. May also combo with Theocracy for +4 XP units~
Bureaucracy (Requires Civil Service)
High upkeep. +50% Production and Commerce in your capital city.
At one point in time this was a medium upkeep civic, but it was raised to high upkeep when the absurd power of it was realized~ Your capital is likely to be your oldest, most well-developed city, and emphasizing commerce and production there can make this civic transform it into a powerhouse! A good portion of the reason the "Oracle into Civil Service slingshot" is so powerful~
Useful Combinations: The Oracle, a commerce-focused capital, Academy in the capital. Don't spread out your multipliers, stack them~ +50% commerce with +50% science applied is huge~! And that's not even counting libraries and any other science-boosting buildings you may have~! If you run Bureaucracy, focus on your capital first, and the rest of the empire later~ Admittedly, the effectiveness of Bureaucracy fizzles out compared to Free Speech when you have a massive empire with lots of cottage-focused cities~
Nationhood (Requires Nationalism)
NO upkeep. +25% espionage in all cities, +2 happiness from Barracks, Can Draft X Units per turn (varies with map size).
No upkeep is a big deal late game, and so is being able to produce free units by sacrificing a bit of population~! If you need units fast, this is an excellent way to get them~ The extra happiness from Barracks helps to offset the unhappiness from drafting~ I explained drafting earlier so I won't go into too much detail~
Useful Combinations: Theocracy or Vassalage, Barracks, settled Great Generals, Granary, Globe Theater, strong Civilization-specific unique units that replace draftable units. Theocracy or Vassalage + a Barracks will give drafted units a free promotion--remember, XP given to units via buildings is cut in half for draftees~! So a Barracks of Theocracy alone isn't enough to give a promotion by itself, but the two combined will be. Don't be afraid to skim a few units off of your most populous cities with Nationhood in a pinch! The value of extra warm bodies for war and/or defense can't be underestimated, more units is always a good thing when you plan for war~
Free Speech (Requires Liberalism)
Low upkeep. +100% culture in all cities, +2 commerce from Towns (mature cottages).
If Nationhood is the late-game civic of choice for warmongers, this is for peacemongers~ +2 commerce in every town is extremely strong when you have multiple cities working towns~! This is also the civic of choice for a cultural victory, as it adds +100% culture to every city~ It's also low upkeep, a welcome relief as compared to the high upkeep of the Big B~ Those factors combined make it excellent for large, late-game empires~
Useful Combinations: Other cottage-boosting civics and technologies like Printing Press, Universal Suffrage, and Emancipation. Cultural buildings.
Labor Civics
Slavery (Requires Bronze Working)
Medium upkeep. Can expend population to rush the completion of units and buildings (converts population to production).
I have talked about the Slavery civic at length, and suffice it to say you're doing it wrong if you don't make extensive use of this civic in the early and midgame~ The only excuse not to use this civic for all that it's worth is a food-poor start. To which I'd say GO LOOK FOR FOOD, wahaha~ It's available early in the game and will allow you to quickly make units or infrastructure as you please, turning that excess population into production~
Useful Combinations: Granary, Hereditary Rule, production modifiers like Forges and Organized Religion.
Serfdom (Requires Feudalism)
Low upkeep. Doubles the work rate of workers.
IT'S A TRAP~! I can't think of a single reason why I'd ever want to run this over Slavery~
Useful Combinations: The Hagia Sophia? Just don't run this okay~
Caste System (Requires Code of Laws)
Medium upkeep. Can run unlimited merchant, scientist, and artist specialests. +1 Production for Workshops.
Now we're talking~ This takes some effort to use to its full effect, but you can generate some fast great people in cities with a high food surplus if you run this civic~! Normally, you can only run as many specialests as you have buildings to support them, but with this, you can run 10 scientists if you want (and have the food to support them)~!
Useful Combinations: A high food surplus, Pacifism, Representation (and the Pyramids), State Property (for the workshop bonus).
Emancipation (Requires Democracy)
NO UPKEEP. Doubles the growth rate of cottages, hamlets, and villages. Inflicts a happiness penalty upon all civilizations not running Emancipation.
Adopt this after you run a massive expansion campaign and plop down a lot of cottages to get them back up to speed so you can benefit from town bonuses ASAP~ Or, switch to this as needed if the AI starts to adopt it and the happiness penalty becomes a problem.
Useful Combinations: Rapid expansion + cottages, Free Speech, Universal Suffrage.
Economic Civics
Mercantilism (Requires Banking)
Medium upkeep. No foreign trade routes, and one free specialest in each city. Foreign corporations have no effect.
Another trait for maximizing specialest potential~ Note that you still must have an applicable building to house the specialest (you can circumvent this via Caste System).
Useful Combinations: Caste System, Pacifism, Representation, the Philosophical trait. This civic is generally useful if you pick up Banking early enough, and may remain useful if you are not benefiting from foreign trade (due to war, overseas, etc), but in the endgame, intercontinental foreign trade routes can be extremely beneficial. You may lose significant amounts of commerce if you run this civic, and could potentially have trade routes with many other foreign cities.
Free Market (Requires Banking)
Medium upkeep. +1 Trade Route in each city, and -25% corporation maintenance costs.
The flip side of mercantilism, Free Market is all about maximizing your trade route commerce~
Useful Combinations: Overseas trade, foreign trade, open borders with foreign civilizations, extended peace, Harbors, Customs Houses, corporations. Note that foreign trade routes get a +100% bonus over domestic trade routes. Trade routes add a certain amount of commerce to every city, which varies with population and other factors such as distance. If you are running multiple corporations this is also a great way to save on upkeep~
State Property (Requires Communism)
Low upkeep. No "distance from capital" maintenance costs, +1 food to Workshops and Watermills, and +10% production. Corporations have no effect, and you cannot found or spread corporations.
Don't run this with corporations, wahaha~ Otherwise, the civic of choice for a massive, world-spanning empire~ Encourages the use of workshops, as this transforms them into food-neutral improvements (effectively removing the food penalty)~
Useful Combinations: Caste System, Combustion (for Workshops). A large empire with high distance maintenance costs.
Environmentalism (Requires Medicene)
High upkeep. +25% corporation maintenance costs. +6 health in all cities, +2 Commerce from forest preserves and windmills. +2 health from Public Transportation.
I don't use this one much, but I guess it could be helpful if you have a lot of unhealthiness! I usually don't have enough forests left to make use of the forest preserve part, though, as I chop them all for early game boosts (and to remove potential defensive terrain for invading armies to hide within in my lands--I can use my cities, I'd rather they don't have anything, easiest to kill them if they stand on flat land)~
Useful Combinations: Windmills and forests.
Religion Civics
Special Note
The Shwedagon Paya wonder allows access to all religious civics, in a similar manner to the Pyramids. Due to its place on the tech tree, it might be of limited use, but if you have gold and think you'll get a benefit from it, feel free to build it~ I don't usually think the later religious civics are powerful enough to justify building it, and the techs come naturally on the tree. But hey, up to you~
Note: Religious civics are mostly dependent on your state religion. If you have no state religion you won't benefit from religious civics, with the exception of the Free Religion civic.
Organized Religion (requires Monotheism)
High upkeep. Each city with your state religion present receives a +25% production bonus for buildings (and wonders). Allows you to build missionary units without a monastery (for any religion present in the city).
Note that the production bonus applies to chopping and slaving as well~ Great for an infrastructure push, but make sure your religion is present in the city! Note that you can build missionaries for other religions too, not just your state religion~ So that's nice, particularly if you don't want to invest in a monastery but need to keep spreading your religion to new cities~
Useful Combos: Slavery, chopping. A non-war building push.
Theocracy (requires Theology)
Medium upkeep. Units produced in city with your state religion present receive +2 XP on creation.
More XP means more promotions which means stronger units. Great for a wartime buildup~
Useful Combos: Any building that grants EXP (Barracks, Stable, Drydocks, Airport) will stack with this to grant two free promotions right away~ See Vassalage for details~
Pacifism (requires Philosophy)
NO UPKEEP, but you must pay an extra 1 gold support cost for each military unit you control. +100% great person birth rate in cities with your state religion present.
For generating great people, look no further~ Anti-synergistic with a large invasion or defense force.
Useful Combos: Representation, Caste System, the Great Library, the Philosophical trait. I've given you enough details here how to maximize your great person generation via specialests, so no need to repeat myself~
Free Religion (requires Liberalism)
Low upkeep. You have no state religion. +10% science, +1 happiness for each religion present in a city. Note that this also makes every religion count towards your city's base culture instead of only your state religion.
One thing to keep in mind when running this civic is that you WILL lose the benefit of any wonders that are reliant on a state religion, such as the Sistine Chapel or the Spiral Minaret~ I don't usually run this because I love pushing my state religion to the max benefit, but if you have a lot of religions present in your empire and don't have a self-founded religion to take advantage of, you might prefer this~
Useful Combos: I honestly can't think of any~
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