Overview
This guide explains governments and what is each one best for.
Introduction
Governments in AOC II are a mechanic that affects your income, research costs, minimum required spending on goods and investments, and sometimes also affecting your flag and name. You can change your government by clicking on your country and hitting Tab. A side menu will pop up where in the Decisions section you can click on “Change government”. There, you can choose from seven government types. There are also two other government types: Rebels and Tribal. Rebels is only available to AI rebelling factions, while Tribal is used by tribal nations and after civilizing you cannot switch back to it.
Governments
So, here is a list of them:
- Acceptable taxation: 24%
- Goods: 10%
- Investments: 14%
- Income taxation: +4%
- Income production: -2%
- Administration cost: +4%
- Research cost: +2%
- Cost of moving: 0.8 movement points
- Cost of recruiting: 1.8 movement points
- Military upkeep: +4%
- Defense bonus: +6%
A somewhat mediocre government type that is fairly bland and balanced.
- Acceptable taxation: 25%
- Goods: 15%
- Investments: 10%
- Income taxation: +1%
- Income production: +1%
- Administration cost: +2%
- Cost of moving: 0.8 movement points
- Cost of recruiting: 1.8 movement points
- Defense bonus: +4%
Doesn’t really require much money compared to other governments, probably the best peacetime solution.
- Acceptable taxation: 28%
- Goods: 16%
- Investments: 10%
- Income taxation: -2%
- Administration cost: +8%
- Research cost: +4%
- Cost of moving: 0.8 movement points
- Cost of recruiting: 1.6 movement points
- Military upkeep: -3%
- Defense bonus: +3%
Weaker and more expensive than Fascism when conquering, but is quite useful for raising armies quickly thanks to its slightly lower recruiting cost.
- Acceptable taxation: 28%
- Goods: 14%
- Investments: 12%
- Income taxation: +1%
- Income production: +4%
- Cost of moving: 0.8 movement points
- Cost of recruiting: 1.8 movement points
- Military upkeep: -2%
- Defense bonus: +5%
This government’s largest downside is the increased need to spend on goods and investments. However, it makes for this by giving quite good military bonuses, making it one of, if not the, best governments to expand your empire.
- Acceptable taxation: 25%
- Goods: 15%
- Investments: 10%
- Income taxation: -2%
- Administration cost: -2%
- Research cost: -2%
- Cost of moving: 0.8 movement points
- Cost of recruiting: 1.8 movement points
- Defense bonus: +4%
Kind of like Monarchy, just the research costs are down and taxes make less money.
- Acceptable taxation: 22%
- Goods: 14%
- Investments: 8%
- Income taxation: +8%
- Income production: -4%
- Administration cost: +4%
- Research cost: +35%
- Cost of moving: 0.6 movement points
- Cost of recruiting: 2.0 movement points
- Military upkeep: +4%
- Defense bonus: +0%
Huge increases on research spending needed, the lowest acceptable taxations, more money and movement points spent on administration and the military. The 8% tax bonus might be ok, but there are better alternatives for making money and the huge research costs are just not worth it (though spending tech points on Research can make this less of a problem).
- Acceptable taxation: 26%
- Goods: 10%
- Investments: 12%
- Income taxation: +2%
- Income production: +2%
- Administration cost: +20%
- Research cost: +2%
- Cost of moving: 1.0 movement points
- Cost of recruiting: 1.8 movement points
- Military upkeep: -6%
- Defense bonus: +12%
A government best suited for defending your empire since the increased movement costs, the great defense bonus, and less money spent on sustaining the military. Otherwise though, the administration costs can be a downside for many.
- Acceptable taxation: 24%
- Goods: 8%
- Investments: 14%
- Income taxation: +15%
- Income production: -5%
- Administration cost: +4%
- Research cost: +700%
- Cost of moving: 0.6 movement points
- Cost of recruiting: 1.6 movement points
- Military upkeep: -85%
- Defense bonus: +2%
Only the Rebels can use this type of government, and as such it is only used by the AI.
- Acceptable taxation: 30%
- Goods: 10%
- Investments: 6%
- Income taxation: +10%
- Administration cost: +17%
- Research cost: -60%
- Cost of moving: 1.5 movement points
- Cost of recruiting: 1.6 movement points
- Military upkeep: +60%
- Defense bonus: +10%
Horrible for expansion, but you get super cheap research (makes sense since tribes start with low tech levels, around 0.15) and good income. Perfect for starting off gaining money and then civilizing (which costs nothing and changes your government to Monarchy). Only available to natives in America, Africa, Oceania, Siberia and Greenland.
If you see any inaccuracy, outdated info, typos, bad grammar or see my analysis as wrong or just have any questions let me know!