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ghost-ng edited this page Jan 28, 2026 · 1 revision

Government System

This document covers the government system in Civilization VII, including government types, golden ages, and their bonuses.

Overview

In Civ VII, governments are major choices that affect your entire empire. Each Age offers different government options, and each government has associated Golden Ages that can be triggered during celebratory periods.

Core Tables

Table Purpose
Types Register governments as KIND_GOVERNMENT
Governments Define government details
StartingGovernments Available governments per Age
GovernmentModifiers Permanent bonuses from governments
GovernmentAttributes Attribute bonuses from governments
GoldenAges Define golden age bonuses
GoldenAgeModifiers Link golden ages to effects
Government_ValidGoldenAges Which golden ages each government can use

Defining a Government

Step 1: Register the Type

<Types>
    <Row Type="GOVERNMENT_MY_GOVERNMENT" Kind="KIND_GOVERNMENT"/>
</Types>

Step 2: Define Government Details

<Governments>
    <Row GovernmentType="GOVERNMENT_MY_GOVERNMENT"
         Name="LOC_GOVERNMENT_MY_GOVERNMENT_NAME"
         Description="LOC_GOVERNMENT_MY_GOVERNMENT_DESCRIPTION"
         CelebrationName="LOC_GOVERNMENT_MY_GOVERNMENT_CELEBRATION_NAME"/>
</Governments>

Governments Table Columns

Column Type Description
GovernmentType TEXT Unique government identifier
Name TEXT Localization key for name
Description TEXT Localization key for description
CelebrationName TEXT Localization key for celebration/golden age period name

Step 3: Make Available in Age

<StartingGovernments>
    <Row AgeType="AGE_ANTIQUITY" GovernmentType="GOVERNMENT_MY_GOVERNMENT"/>
</StartingGovernments>

StartingGovernments Columns

Column Type Description
AgeType TEXT Age this government is available in
GovernmentType TEXT Government reference

Government Modifiers

Add permanent bonuses that apply while using this government:

<GovernmentModifiers>
    <Row GovernmentType="GOVERNMENT_MY_GOVERNMENT" ModifierId="MY_GOVERNMENT_MOD_BONUS"/>
</GovernmentModifiers>

Define the modifier in GameEffects:

<GameEffects xmlns="GameEffects">
    <Modifier id="MY_GOVERNMENT_MOD_BONUS"
              collection="COLLECTION_PLAYER_CITIES"
              effect="EFFECT_CITY_ADJUST_YIELD">
        <Argument name="YieldType">YIELD_CULTURE</Argument>
        <Argument name="Amount">2</Argument>
    </Modifier>
</GameEffects>

Government Attributes

Link governments to attribute bonuses:

<GovernmentAttributes>
    <Row GovernmentType="GOVERNMENT_MY_GOVERNMENT" AttributeType="ATTRIBUTE_CULTURAL"/>
</GovernmentAttributes>

Golden Ages

Golden Ages are special bonus periods tied to governments. Each government can have multiple golden age options.

Step 1: Register Golden Age Type

<Types>
    <Row Type="GOLDEN_AGE_MY_GOVERNMENT_1" Kind="KIND_GOLDEN_AGE"/>
    <Row Type="GOLDEN_AGE_MY_GOVERNMENT_2" Kind="KIND_GOLDEN_AGE"/>
</Types>

Step 2: Define Golden Ages

<GoldenAges>
    <Row GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_1"
         Name="LOC_GOLDEN_AGE_MY_GOVERNMENT_NAME"
         Description="LOC_GOLDEN_AGE_MY_GOVERNMENT_1_DESCRIPTION"/>
    <Row GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_2"
         Name="LOC_GOLDEN_AGE_MY_GOVERNMENT_NAME"
         Description="LOC_GOLDEN_AGE_MY_GOVERNMENT_2_DESCRIPTION"/>
</GoldenAges>

GoldenAges Table Columns

Column Type Description
GoldenAgeType TEXT Unique golden age identifier
Name TEXT Localization key for name
Description TEXT Localization key for description

Step 3: Link Golden Ages to Modifiers

<GoldenAgeModifiers>
    <Row GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_1" ModifierID="MOD_GOLDEN_AGE_MY_GOVERNMENT_CULTURE"/>
    <Row GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_2" ModifierID="MOD_GOLDEN_AGE_MY_GOVERNMENT_PRODUCTION"/>
</GoldenAgeModifiers>

Step 4: Link Golden Ages to Government

<Government_ValidGoldenAges>
    <Row GovernmentType="GOVERNMENT_MY_GOVERNMENT" GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_1"/>
    <Row GovernmentType="GOVERNMENT_MY_GOVERNMENT" GoldenAgeType="GOLDEN_AGE_MY_GOVERNMENT_2"/>
</Government_ValidGoldenAges>

Governments by Age

Antiquity Age

Government Description
GOVERNMENT_CLASSICAL_REPUBLIC Citizen-led governance emphasizing culture
GOVERNMENT_DESPOTISM Centralized autocratic rule
GOVERNMENT_OLIGARCHY Rule by a small elite group

Exploration Age

Government Description
GOVERNMENT_FEUDAL_MONARCHY Hierarchical noble system
GOVERNMENT_PLUTOCRACY Rule by the wealthy
GOVERNMENT_THEOCRACY Religious-based governance
GOVERNMENT_REVOLUTIONARY_AUTHORITARIANISM Revolutionary centralized power
GOVERNMENT_CONSTITUTIONAL_MONARCHY Monarchy with legal limits
GOVERNMENT_REVOLUTIONARY_REPUBLIC Revolutionary democratic system

Modern Age

Government Description
GOVERNMENT_AUTHORITARIANISM Modern autocratic rule
GOVERNMENT_BUREAUCRATIC_MONARCHY Administrative monarchy
GOVERNMENT_ELECTIVE_REPUBLIC Democratic republic
GOVERNMENT_REVOLUCION Revolutionary government

Antiquity Golden Ages

Each Antiquity government has two golden age options:

Classical Republic Golden Ages

Type Effect
GOLDEN_AGE_CLASSICAL_REPUBLIC_1 Culture bonus
GOLDEN_AGE_CLASSICAL_REPUBLIC_2 Wonder production bonus

Despotism Golden Ages

Type Effect
GOLDEN_AGE_DESPOTISM_1 Science bonus
GOLDEN_AGE_DESPOTISM_2 Unit production bonus

Oligarchy Golden Ages

Type Effect
GOLDEN_AGE_OLIGARCHY_1 Food bonus
GOLDEN_AGE_OLIGARCHY_2 Building production bonus

Complete Example: New Government

Database XML

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <!-- 1. Register types -->
    <Types>
        <Row Type="GOVERNMENT_MERCHANT_REPUBLIC" Kind="KIND_GOVERNMENT"/>
        <Row Type="GOLDEN_AGE_MERCHANT_REPUBLIC_1" Kind="KIND_GOLDEN_AGE"/>
        <Row Type="GOLDEN_AGE_MERCHANT_REPUBLIC_2" Kind="KIND_GOLDEN_AGE"/>
    </Types>

    <!-- 2. Define government -->
    <Governments>
        <Row GovernmentType="GOVERNMENT_MERCHANT_REPUBLIC"
             Name="LOC_GOVERNMENT_MERCHANT_REPUBLIC_NAME"
             Description="LOC_GOVERNMENT_MERCHANT_REPUBLIC_DESCRIPTION"
             CelebrationName="LOC_GOVERNMENT_MERCHANT_REPUBLIC_CELEBRATION_NAME"/>
    </Governments>

    <!-- 3. Make available in Exploration Age -->
    <StartingGovernments>
        <Row AgeType="AGE_EXPLORATION" GovernmentType="GOVERNMENT_MERCHANT_REPUBLIC"/>
    </StartingGovernments>

    <!-- 4. Add permanent modifiers -->
    <GovernmentModifiers>
        <Row GovernmentType="GOVERNMENT_MERCHANT_REPUBLIC" ModifierId="MERCHANT_REPUBLIC_MOD_TRADE_GOLD"/>
    </GovernmentModifiers>

    <!-- 5. Define golden ages -->
    <GoldenAges>
        <Row GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_1"
             Name="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_NAME"
             Description="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_1_DESCRIPTION"/>
        <Row GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_2"
             Name="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_NAME"
             Description="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_2_DESCRIPTION"/>
    </GoldenAges>

    <!-- 6. Link golden ages to modifiers -->
    <GoldenAgeModifiers>
        <Row GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_1" ModifierID="MOD_GOLDEN_AGE_MERCHANT_TRADE"/>
        <Row GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_2" ModifierID="MOD_GOLDEN_AGE_MERCHANT_GOLD"/>
    </GoldenAgeModifiers>

    <!-- 7. Link golden ages to government -->
    <Government_ValidGoldenAges>
        <Row GovernmentType="GOVERNMENT_MERCHANT_REPUBLIC" GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_1"/>
        <Row GovernmentType="GOVERNMENT_MERCHANT_REPUBLIC" GoldenAgeType="GOLDEN_AGE_MERCHANT_REPUBLIC_2"/>
    </Government_ValidGoldenAges>
</Database>

GameEffects XML

<?xml version="1.0" encoding="utf-8"?>
<GameEffects xmlns="GameEffects">
    <!-- Permanent government bonus -->
    <Modifier id="MERCHANT_REPUBLIC_MOD_TRADE_GOLD"
              collection="COLLECTION_PLAYER_TRADE_ROUTES"
              effect="EFFECT_TRADE_ROUTE_ADJUST_YIELD">
        <Argument name="YieldType">YIELD_GOLD</Argument>
        <Argument name="Amount">3</Argument>
    </Modifier>

    <!-- Golden Age 1: Trade Route bonus -->
    <Modifier id="MOD_GOLDEN_AGE_MERCHANT_TRADE"
              collection="COLLECTION_OWNER"
              effect="EFFECT_PLAYER_ADJUST_TRADE_ROUTE_CAPACITY">
        <Argument name="Amount">2</Argument>
    </Modifier>

    <!-- Golden Age 2: Gold per city -->
    <Modifier id="MOD_GOLDEN_AGE_MERCHANT_GOLD"
              collection="COLLECTION_PLAYER_CITIES"
              effect="EFFECT_CITY_ADJUST_YIELD">
        <Argument name="YieldType">YIELD_GOLD</Argument>
        <Argument name="Amount">5</Argument>
    </Modifier>
</GameEffects>

Localization

<?xml version="1.0" encoding="utf-8"?>
<Database>
    <LocalizedText>
        <Row Tag="LOC_GOVERNMENT_MERCHANT_REPUBLIC_NAME" Language="en_US">
            <Text>Merchant Republic</Text>
        </Row>
        <Row Tag="LOC_GOVERNMENT_MERCHANT_REPUBLIC_DESCRIPTION" Language="en_US">
            <Text>A republic governed by wealthy merchants. Trade routes provide +3 [ICON_GOLD] Gold.</Text>
        </Row>
        <Row Tag="LOC_GOVERNMENT_MERCHANT_REPUBLIC_CELEBRATION_NAME" Language="en_US">
            <Text>Age of Commerce</Text>
        </Row>
        <Row Tag="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_NAME" Language="en_US">
            <Text>Golden Age of Trade</Text>
        </Row>
        <Row Tag="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_1_DESCRIPTION" Language="en_US">
            <Text>+2 Trade Route capacity.</Text>
        </Row>
        <Row Tag="LOC_GOLDEN_AGE_MERCHANT_REPUBLIC_2_DESCRIPTION" Language="en_US">
            <Text>+5 [ICON_GOLD] Gold in all cities.</Text>
        </Row>
    </LocalizedText>
</Database>

AI Government Preferences

Make the AI prefer certain governments using AI biases (see AI Behavior):

<AiListTypes>
    <Row ListType="MyCiv Government Bias"/>
</AiListTypes>

<AiLists>
    <Row ListType="MyCiv Government Bias" LeaderType="TRAIT_MY_CIV" System="GovernmentBiases"/>
</AiLists>

<AiFavoredItems>
    <Row ListType="MyCiv Government Bias" Item="GOVERNMENT_MERCHANT_REPUBLIC" Value="50"/>
</AiFavoredItems>

Best Practices

  1. Balance Golden Ages - Provide meaningful choices between different bonuses
  2. Thematic Consistency - Match government bonuses to their historical nature
  3. Age Appropriateness - Only add governments to ages where they make sense
  4. Two Golden Ages - Follow the pattern of offering two golden age options
  5. Clear Descriptions - Help players understand what each government provides
  6. AI Biases - Set appropriate AI preferences for civilizations

Related Documentation

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