Civilization · Governments
Despotism
Default
The starting government. High military freedom, weak economy, production penalties.

What it does
Starting government. Tiles producing 3+ of a resource suffer a -1 penalty (the despotism penalty). Martial law: up to 3 military units each remove 1 unhappiness. Very high corruption — good for early expansion and war.
Key details
- Requires
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About governments in Civilization
Your government sets the rules of your whole empire: how much your tiles produce, how corruption spreads, how many units each city supports for free, and how your citizens react to war. Switching costs a period of Anarchy — unless the right wonder says otherwise.
Strategy — The classic arc is Despotism → Monarchy → Republic/Democracy. Warmongers stay in Monarchy or Communism (or Fundamentalism in Civ II); builders race to Republic as fast as possible.



