Communism
Major bonus: +0.6 Production per Citizen in cities with Governors
Minor Bonus: +15% production
Communism Rundown:
Well rounded, Communism is great for going for a Science Victory as you're getting % production towards everything and your main cities will be getting a little extra production if they have governors in them.
Communism Strengths:
- Options: in both economic and militaristic card slots
- Versatile "Minor" bonus: +15% production towards whatever I want is quite powerful towards district projects...specifically towards space race or nuclear projects
Communism Weaknesses:
- Weak "Major" bonus: Though combined with its legacy bonus it can be quite significant
- Not many wildcard/diplomatic card slots: when you're likely going to be needing them a lot -- for legacy bonuses if nothing else
- Weak spies: You have few diplomatic card slots and so you're going to be on the back foot in the spy game and you'll tend to have to use spies for defense not offense more than I'd recommend
Militaristic Policy Card Slot: 3
- Levy En Masse
- Any production based card for the specific units you're producing
- Defense of the Motherland
- Martial Law
- Propaganda
- Logistics
- National Identity
- Integrated Space Cell (Scientific Victory)
Economic Policy Card Slot: 3
- Ecommerce
- Economic Union (Commercial hubs and harbors)
- Five-Year Plan (Campus and Industrial Zones)
- Online Communities
- Heritage Tourism
Diplomatic Policy Card Slot: 1
- Machiavellianism(Spies overall)
- Cryptography(Spies overall)
Wildcard Policy Card Slot: 1
I tend to use this for spies in the late game as such I'll be using both wildcards for bonuses on spies just for the extra power against a rival across the world, trading something off for the legacy card when directly attacking or defending
End
Credits:
Pictures taken and edited by Justifier