Civics

/N = No Maintenance
/L = Low Maintenance
/M = Medium Maintenance
/H = High Maintenance

Government

  • Chiefdom /L
  • Hereditary Rule /M (Divine Right), +1 per military unit
  • Republic /N (Republic), +3 in 4-6 largest cities, +1 hammer per specialist
  • City State /H (City State), +1 free specialist per city, +1 science per specialist
  • Empire /M (Empire), +25% military unit production, -50% war weariness

Legal

  • Barbarism /L
  • Council of Elders /H (Thing Law), New units +4 XP; More free units
  • Bureaucracy /M (Civil Service), +100% growth cottage improvements, can hurry with gold
  • Forum /L (Code of Laws), +100% great people rate, +1 gold maintenance per military unit
  • Ius Civile /N (Civil Law), +3 from Courthouse, +100% culture

Labor

  • Tribalism /L
  • Slavery /N (Dynasticism), can hurry with population
  • Public Works /M (Despotism), +50% worker rate
  • Patronage /H (Urbanization), unlimited artist, scientist, merchant
  • Migration /L (Mounted Combat), food production also used for military units

Economy

  • Decentralization /L
  • Nature Cult /M (Mysticism), +1 food from farm
  • Plutocracy /H (The Market), +10% gold, +5% science, +1 maintenance per unit
  • Vice Royalty /N (Vice Royalty), No distance maintenance; +1 food from workshop, watermill, windmill
  • Aristocracy /L (Aristocracy), +2 trade routes per city, +1 gold from harbor, port

Religion

  • Paganism /L
  • Organized Religion /H (Priesthood), Can build missionaries without monastery; Cities with state religion construct buildings +25% faster
  • Theocracy /L (Theology), +6 new unit XP in cities with state religion; No non-state religion spread
  • Path of the Mystics /M (Mysticism), +2 happy per Holy Site
  • Free Religion /N (Philosopy), +3 from Amphitheatre, -25% war weariness

Religions

  • Druidism
  • Mesopotamian Pantheon
  • Egyptian Pantheon
  • Greek Pantheon
  • Judaism
  • Zoroastrianism
  • Christianity