| governments features
|  Anarchy
|  Despotism
|  Monarchy
|  Communism
|  Republic
|  Democracy
|
| Limit for tax / science / luxury rates.
| 100
| 60
| 70
| 80
| 80
| 100
|
| Upkeep per unit (production)
| 1
| 1
| 1
| 1
| 1
| 1
|
| ... and additional settler upkeep (food)
| 1
| 1
| 1
| 1
| 2
| 2
|
| Units each city supports for free (prod/food) - pop means one per citizen.
| Pop / 0
| Pop / 0
| 3 / 0
| 3 / 0
| 0 / 0
| 0 / 0
|
| Trade bonus for each square already producing trade
| 0
| 0
| 0
| 0
| 1
| 1
|
| ... and the trade bonus when the city is celebrating.
| 0
| 0
| 1
| 1
| 1
| 1
|
| Empire size at which only three workers per city are content.
| 9
| 10
| 11
| 12
| 13
| 14
|
| ...and how many more cities make an additional worker unhappy in each city.
| 6
| 10
| 12
| ?
| 14
| 16
|
| Number of military units you can use to force your workers to act content.
| no limit
| no limit
| 3
| 3
| -
| -
|
| ... and how many workers per military unit this can affect.
| 1
| 1
| 1
| 2
| no martial law
| no martial law
|
| Workers made unhappy by each aggressive unit.
| 0
| 0
| 0
| 0
| 1
| 2
|
| Minimum possible corruption (ignoring buildings)
| 25%
| 37%
| 15%
| 20%
| 15%
| 0%
|
| ... and the increment per tile from the capital.
| 2%
| 4%
| 2%
| 0%
| 2%
| 0%
|
| Probability of civil war if the capital falls
| 90%
| 80%
| 70%
| 50%
| 40%
| 30%
|