In Empires & Emperors, governments play an important role in how you manage and optimize the towns in your Civilization. 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.
Founders, Leaders and Advisers have the power to change a Civilization's government. Once you've upgraded your City-State into a Civilization 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 all governments.
Command | Example |
---|---|
/civ gov change [government] | /civ gov change monarchy |
Government | Trade Good Amount | Trade Rate | Cottage Rate | Upkeep Rate | Growth Rate | Max Tax Rate | Trommel Rate* | Culture Rate | Hammer Rate | Beaker Rate | Specific Buff |
---|---|---|---|---|---|---|---|---|---|---|---|
Anarchy | 6 | 0% | 0% | 400% | 100% | 0% | 25% | 0% | 50% | 50% | Government when switching to another Government |
Tribalism | 6 | 75% | 75% | 50% | 100% | 0% | 85% | 100% | 100% | 100% | Basic Government, no real bonusses |
Despotism | 6 | 50% | 65% | 165% | 85% | 50% | 150% | 100% | 100% | 100% | You can use your hammers on another task while using the Forge or Archer's Workshop. Your Units no longer lose health. Your Gear has twice the durability. Smeltery Rate is increased by 50%. |
Monarchy | 6 | 75% | 175% | 125% | 130% | 35% | 50% | 100% | 100% | 100% | Your Farms, Windmills, Pastures and Trade Outposts only count as 0.5 tile improvement instead of a full one. Also, your Cottages won't lose any XP when destroyed during War-Time |
Communism | 4 | 100% | 125% | 60% | 100% | 20% | 60% | 100% | 170% | 100% | Unspent Hammers get added into a Hammer Pool worth 2 hours that can be used when starting a Hammer Task to instantly apply the Hammer. |
Technocracy | 5 | 100% | 100% | 120% | 100% | 25% | 70% | 100% | 95% | 150% | Each town increases the Beaker Cost for technologies by 5% instead of 10%. |
Mercantilism | 8 | 175% | 85% | 165% | 100% | 15% | 55% | 115% | 100% | 90% | Allow you to build Merchant Outposts and Merchant Ships to claim trade resources up to 2 Culture Zones away from your cultural area. Cannot build Trade Outpost or Fishing Boats anymore. |
Republic | 6 | 100% | 110% | 100% | 100% | 25% | 65% | 135% | 90% | 90% | Government scaling on Golden Age Scaling from is only 120% instead of 150%. |
Democracy | 5 | 125% | 115% | 100% | 100% | 10% | 60% | 110% | 110% | 110% | Town receive 50% less unhappiness from distance to Capitol and Towns only add 0,5 unhappiness each. |
* Trommel rate applies to the Quarry.
This is a special government when you're switching to another government. While your civilization is in anarchy, your town statistics will be lowered and your upkeep will be higher. You also cannot found a new Town when you're in Anarchy., neither can you decide on any diplomatic decisions like declaring war or requesting or accepting an alliance or selecting new policies. The amount of time you're in anarchy is dependent on the number of towns you currently have. There's a base duration of 24 hours, plus two additional hours per town in your civ. This doesn't include your capitol town. You can check the exact government switch timer using /t info all. There are ways to reduce this number though!
There is a maximum limit on the amount you can reduce your anarchy timer by! You cannot receive more than a 95% reduction.