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-Jrabbit
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of the Electronic Egyptians
Feb 2002 time: 23:36
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Many here are huge fans of Fundamentalism due to its huge advantages over other govts in military support. If you're trying to win by conquest, there's nothing better!
"Soft" fundy refers to the common practice of rushing to Democracy and immediately building the Statue of Liberty. This allows you to get into Fundy without having researched the tech yet. The only downside is that you don't get to build Fanatics. Thus, Soft Fundy. (Once you've actually researched Fundy, the Fanatics will appear in your build options.)
One very typical Fundy technique is to set science research to zero and go to a regime of massive celebration, with the remainder going to taxes. Income will be great, especially with the bonus bucks from tithes (cities with happiness infrastructure). Use the money to build camels and trade like crazy! Celebrating fundy cities get payoffs = to a non-celebrating representative govt. This provides enough beakers to overcome the 50% fundy research penalty (in fact usually allowing you to maintain your tech lead), and keeps the cash flow going strong. Find a couple cities with demanded "repeater" commodities (typically Hides) and you can really rock!
Thus, a celebrating fundy govt enjoys the advantages of great cash flow, happy citizens, a huge military, and huge science.
Learn to do this and you'll be winning at Deity level in short order, Lykaon!
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debeest
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In fact, celebrating fundy cities get caravan payoffs equal to ANY representative government, celebrating or not.
And while fundy costs you half your city-generated science, it has no effect on caravan-generated science, so in fundy you should get most of your science by buying caravans that pay for themselves on delivery and get you lots of science too.
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Bloody Monk

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austin, tx
May 2001 time: 23:36
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This is not meant to be complete but is offered to stimulate thinking. The operative principle is "Luck and Success follows Preparation."
Timing the switch should be based on when the costs of being in Republic are finally outweighed by its benifits. This is rarely co-incident with discovering the scroll.
Disregarding the meddlesome Senate, the three most important negatives about being in Republic are the extra food charged to each settler (which can strangle growth of city size), the extra shield cost of most all units (the first three are no longer shield free), and the happiness problems that comes without the martial law effect and the "too many units afield" effect (which requires temples, colosseums and HG). Each of these points could fund a separate report, but the point is that preparation must be accomplished before switching to Republic.
Roads must be properly laid in, irrigation or harbors finished, defensive and exploration units properly "homed", temples and markets built, Mike's Chapel built, and the bulk of the cities at size three or more. Doing this preparation is much, MUCH, easier under Monarchy. Solving the corruption and disorder problems before the changeover will allow you to reset Luxuries so that your size three+ cities can grow by WeLove. With your bulked up, bigger cities and the extra trade arrows from being a Republic, trade becomes very profitable. This is the begining of great success.
Switching too soon has a crippling effect on your efforts...which is a good reason (along with the better trade effect) to give Republic away as soon as you get it.
Hope this is helpful. Once you have mastered this "program" you will find places where some of this can be scaled back or tweaked. For example, rushing thru Philosophy to get Monotheism may allow you to build Mike's before temples and/or colosseums, allowing you to get in some early trade or build more WOW's with those shields.
Monk
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Elephant
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Phila PA
Aug 2002 time: 00:36
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Good list of the negatives of switching to Republic. Here are the positives:
- Less corruption and waste than Monarchy, and more cities before extra unhappiness;
- Extra trade arrow for each worked tile with at least one (which can effectively double your trade arrows, making bigger trade routes and caravan delivery bonuses);
- Celebrating cities in Republic ("We Love The Consul Day") grow one citizen each turn there are no red workers, at least half the workers are "happy" and at least one surplus food, up to the limit of available food and necessary Aquaducts/Sewers. A city can go from size 3 to size 8 in 5 turns, more than doubling your civ size and production/funding/research potential.
The "power" behind the WLTCD growth is trade, as Luxuries are the primary means of making happy citizens when the city grows. Rearranging your workers onto terrain tiles that have at least one or more trade arrows is a vital part of keeping WLTCD growth going, and RushBuilding infrastructure like Temples, Marketplaces, Banks, Colosseums and Harbors will also supress unhappy red faces. Hanging Gardens, Oracle, Mikes Chapel, Shakespeares Theatre and Bachs Cathedral are key happiness wonders that increase in importance as you play higher difficulty levels.
The primary additional benefits to Democracy over Republic are:
- Elimination of all corruption and waste, of great benefit as your civ grows larger than a dozen cities on one island;
- Freedom from loss of units or cities to other civs bribery.
- The first citizen of the capital and every city with a Courthouse is automatically happy.
The primary additional negative is that a Democracy can fall into Anarchy if only one city is is in disorder at the beginning of a second turn.
As the Monk mentioned, timing is everything. If you are not ready for massive city growth, or are engaged in long-distance warfare or exploration with military units far from home, or have not discovered Trade and started delivering caravans, you will stagnate after the switch due to unhappiness, extra shield support, lack of food, and lack of gold to RushBuy improvements. Compensating by reducing research rates will just give the other civs time to catch up and pass you in techs, forcing you to fight at increasing disadvantage. But if you are on top of things, ready for the switch with rehoming, irrigation and roads, happiness wonders and improvements, and trade, you will begin to leave the other civs in the dust of your massive city and tech growth.
A couple final words about Fundy. It often sounds good to beginning Civ players, particularly the part about ignoring citizen unhappiness and free supported military units. But it cannot hold a candle to a well-prepared Power Democracy. City research is halved, so the SSC is of little value, and some players further turn science down to 0% and set a Scientist so that caravan/freight delivery beakers eventually bring a tech. But this can lead to at most one tech per turn, where Power Democracy can achieve two or more per turn. Payoffs of deliveries and trade routes are also lower unless you divert significant taxes to luxuries to achieve celebrating cities. And the sine qua non of Rep/Dem government, WLTC/PD growth, is absent. Fundy and Commy are best reserved for difficult wartime situations, while your focus should be on learning the ropes of Rep/Dem governments and how to wage a one-turn war.
Last edited by Elephant on 12-05-2004 at 00:16
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lykaon
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Um... wow. I'm going to have to read these posts over and over before all the information seeps into my brain. 
Monk, I think you are correct about switching to Republic too soon, and I think I may well have done so in the current game. When I get a chance to fire up Civ II later this week, I'll probably drop back to Monarchy on the next Oedo year and build up the infrastructure some more before moving back to Republic or going on to Democracy.
Elephant, on lower difficulty levels I used to play the late-mid to endgame almost entirely in Democracy, leaving my veteran spies to subvert pretty much any non-capital city they can find. I did not really work the trade aspect of the game much back then, since every other civ usually hated me and would kill my caravans before they made it anywhere... trade was limited to cities internal to my empire, and after a while I would tire of finding where to send caravans and just stop building them. Clearly this doesn't work at King level. 
You mention a "one turn war". By this I assume you mean "coerce someone into going to war with you, snag some cities from them, and then watch as they sue for peace"? I used to frequently incite wars with my neighbors so that my spies would not have to pay double to subvert their cities. Since I was usually playing as a Democracy at the time, spies were about the only unit I would use to take opposing cities.
Well, back to work for now. I'll re-read this thread later this evening and see how well things have sunk in. 
Lykaon
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debeest
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lykaon, the costs of switching governments are quite large. Now that you've switched to republic, don't be in too much of a hurry to switch back -- first get the benefits of republic. Crank up your luxuries to see whether you can get some rapid growth through WLTCD celebration. If so, stick with republic for a few more turns until you sort of max out growth; THEN switch back.
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