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A list of all governments in Civilization VII (Civ 7). Read on to see all the governments available in the game, as well as their effects and how to unlock them.
List of Contents
| Governments | Effects | How to Unlock |
|---|---|---|
| Classic Republic |
・+20% Culture for 10 Turns
・+15% Production towards constructing Wonders for 10 Turns. |
Research Chiefdom Civic |
| Despotism |
・+20% Science for 10 Turns
・+30% Production towards training Infantry Units for 10 Turns. |
Research Chiefdom Civic |
| Oligarchy |
・+20% Food for 10 Turns
・+30% Production towards constructing Buildings for 10 Turns. |
Research Chiefdom Civic |
| Governments | Effects | How to Unlock |
|---|---|---|
| Theocracy |
・+20% Culture for 10 Turns
・+40% Production towards Civilian and Support Units for 10 Turns. |
Reach Exploration Age |
| Plutocracy |
・+20% Gold for 10 turns
・+30% Production towards Overbuilding for 10 Turns. |
Reach Exploration Age |
| Feudal Monarchy |
・+20% Food for 10 Turns
・+30% Production towards training Cavalry and Naval Units for 10 Turns. |
Reach Exploration Age |
| Revolutionary Republic |
・+100% Production towards training Military Units for 10 Turns
・+6 War Support on wars you declare for 10 Turns |
Select during the Bourgeoisie Crisis |
| Revolutionary Authoritarianism |
・+20% Culture and Science for 10 Turns
・+100% Influence towards initiating Diplomatic Sanctions for 10 Turns |
Select during the Bourgeoisie Crisis |
| Constitutional Monarchy |
・+40% Gold for 10 Turns
・+100% Influence towards initiating Diplomatic Endeavors for 10 Turns |
Select during the Bourgeoisie Crisis |
| Governments | Effects | How to Unlock |
|---|---|---|
| Authoritiarianism |
・+30% Production towards training Military Units for 10 Turns.
・+3 Combat Strength for all Units for 10 Turns. |
Reach Modern Age |
| Bureaucratic Monarchy |
・+20% Gold for 10 turns
・+30% Relationship change from Endeavors and Sanctions for 10 Turns. |
Reach Modern Age |
| Elective Republic |
・+20% Culture for 10 Turns
・+20% Science for 10 Turns |
Reach Modern Age |
| Revolucion |
・+30% Culture for 10 Turns
・+50% Influence towards initiating all Diplomatic Actions for 10 Turns. ・+30% Science for 10 Turns. ・+40% Production towards training Military Units for 10 Turns. |
Play as Mexico and Unlock the Requisite Civics for Effects |
| Civic | Unlocks |
|---|---|
Democracy
|
Fireside Chats
Fireside Chats +4 Happiness from Specialists. -3 Gold in Towns. (Policy) Suffrage
Suffrage +3 Culture from Specialists. -3 Production in Towns. (Policy)+4 Infantry Units.
Gain 1 Cultural Attribute Point
Gain 1 Diplomatic Attribute Point
|
Liberalism
|
Free Press
Free Press Towns gain Culture equal to your Cultural Attribute. -5 Science in Cities. (Policy) Welfare State
Welfare State Towns gain Happiness equal to your Diplomatic Attribute. -5 Production in Cities. (Policy) |
Progressivism
|
Avant Garde
Avant Garde +2 Culture and Happiness on displayed Great Works. (Policy) New Deal
New Deal + 30% Production towards Constructing Wonders. (Policy) Their Finest Hour
Their Finest Hour +25% production towards training Air Units. +5 Combat Strength for Air Units in your own territory. (Policy) |
Fascism
|
Assembly Line
Assembly Line +3 Production from Specialists. -3 Food in Towns. (Policy) Dirigisme
Dirigisme +6 Gold from Specialists. -3 Happiness in Towns. (Policy)+3 Cavalry Units
Gain 1 Economic Attribute Point
Gain 1 Militaristic Attribute Point
|
Radicalism
|
Martial Law
Martial Law Towns gain Production equal to Militaristic Attribute. -5 Happiness in Cities. (Policy) Propaganda
Propaganda Towns gain Gold equal to your Economic Attribute. -5 Culture in Cities. (Policy) |
Absolutism
|
Military-Industrial Complex
Military-Industrial Complex +50% Production towards training all Military Units, but +1 Gold maintenance for all Units. (Policy) Strategic Railways
Strategic Railways +20% Production towards constructing Buildings and Improvements in Cities with a Rail Station. (Policy) Scorched Earth
Scorched Earth +5 Combat Strength for all Units when attacking. +25% yields and HP from pillaging. (Policy) |
Communism
|
Productive Forces Determinism
Productive Forces Determinism +3 Science from Specialists. -3 Gold in Towns. (Policy) Proletariat
Proletariat +6 Food from Specialists. -3 Happiness in Towns. (Policy)+3 Ranged Units
Gain 1 Expansionist Attribute Point
Gain 1 Scientific Attribute Point
|
Centralism
|
Collectivization
Collectivization Town gains Food equal to your Expansionist Attribute. -5 Happiness in Cities. (Policy) Naukograd
Naukograd Town gains Scientific equal to your Scientific Attributes. -5 Culture in Cities. (Policy) |
Socialism
|
Public Works
Public Works +30% Production towards completing Projects. (Policy) Police State
Police State +8 Happiness in Cities while at war. (Policy) Defense of the Motherland
Defense of the Motherland +3 Combat Strength for all Land Units in your own territory. (Policy) |
While these don't provide any Celebration effects, they do influence the specialization of your Civilization similar to Governments.

Governments function as part of Civ 7's culture system and are keys in every Age.
Players get to pick from at least 3 different Governments per Age, and once a government has been selected, you cannot change it.
Each Government will provide the player with a new Policy slot and 2 different Celebration Effects, each lasting 10 turns.
They encourage players to focus on these specific aspects while it is active, and are unique to each Government type.
Civ 7 List of All Governments



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