The sheer number of trade slots available for Bureaucracy, particularly with a Customs House and Office Tower up, can turn you into an instant merchantile powerhouse, provided you have enough active neighbors.......
Anarchy has significant disadvantages. Obviously. It's a good getting-to-your-feet-again government, but you're at -1 trade and can't use EUR. Bureaucracy can be okay, but I usually don't need six to eight trades. And its production bonuses are of limited use given that as long as you've got enough materials to refine, it's just boosting the number of relatively worthless base materials you're getting (unless you're a URO miner). Capitalism I haven't tried much. It could be nice, but I suspect the speed of fuel usage would be a pain in the ass. Communism gives perfect information on your neighbours. You soon learn who's a threat, who's just a paper tiger, and who's a ripe fruit that can be plucked for gain. You can keep your war preparations at a level just ahead of everyone else round you. It even helps you know what trade deals are likely to be tempting. And, as of the time of writing, I'm the only player in the top 30 using it... Fascism is a sweet option when you've got highly tithable vassals, or your vassal drops to Anarchy against you. When you've no vassals on hand however it's useless except to discourage land exchange. Monarchy just gives you a production bonus. Meh to that! If you're suffering severe pollution or have a silly industry choice, it may help, I suppose. Or if you're a URO miner. Technocracy is useful when gaining tech levels, but it's best just to switch and switch back. Day to day you're just getting a very limited protection against warfare which is partially negated by being easily tithable if someone does declare war on you, hence a tempting target... The Theocracy accuracy bonus is most likely to make a difference in war between two roughly equal sides. But if the sides are roughly equal, it's almost certainly not worth fighting - losses will be more painful than the tithes can compensate for. And I've never really found negative random events so painful that the luck bonus is a must have.
Communism is my current favourite, due to the spy thing. It lets you know *for certain* what everyone has : ) I defaulted to Anarchy when JC blew the crap out ofo me recently, and don't have any Food to change back... but when I get on my feet again, Communism is the way to go!
The only governments I would ever use are, in this order, Facism, Communism, Theocracy.
War is retardedly disadvantageous, and Facism is one of the only things that can make it truly worth the trouble (especially if you get unlucky and lose a Factory or worse... Reactor). In addition, you can maintain a fairly conclusive double/triple/quadruple production cycle based on how many inactives you have around you. To crown it off, you can completely cripple your opponents by stealing their land while leaving yours a disasterous mess.
Communism is nice for the recon value, but I find that it lost much of its appeal after sand lost its ability to convert to Anarchy. As it stood, I only really used this style of government in conjuntion with a sand producing land tile, as it offers no real upside except knowing who is and isn't safe to attack - couple this with Palantirs and you have a decent permenent government type. On other types of land tiles, this is good to pull out when you are contemplating a large battle and want to cut your losses, but normally I would stick with Facism or Theocracy.
Theocracy is just there to break ties. If you are trying for a land exchange and are uncertain if you will succeed or not, build a church and change to Theocracy, land exchange, and then change back to Facism for the tithes to rebuild. For a few days there while the 50% luck bonus was in effect to stop the horrible slew of new random events (seriously... 6 EUR randomly being lost? wtf.) but now with only 25% I can't see it being worth it.
Production Bonus govt's are just worthless for non-URO. With URO being worth 2x-3x as much as REFINED materials at this point (Rast... it has progressed to the point where something may need to be done about this) it could be some use to the URO miner to take up Monarchy or Bureaucracy, but materials are produced at a decent enough rate with 4 mines and a couple Diamond Drills that any non-URO tile should be fine (and it could even be detremential to have the extra pollution). Capitalism became useless the second that the 2nd refinery was introduced. Worth-a-less.
In the end, Facism just stands head-and-shoulders above all other governments as the only gov't that adds enough to the end-focus and balancing force of the game, combat, to warrant using in my opinion. Why attack anyone if you get less out of it than you started? Why use any gov't but the one that lets you achieve this goal? I don't know why not.
I think "Laissez-Faire" isn't an economy in Battle Mines, but an industry style This just is a handy name for "Produce as much as possible, no matter what the cost to the environment!" It means that the government is enforcing lots of mining beyond the safe limits of the land, basically... ^_^ You could rename them "Average Care for Environment" "No Care for Environment" and "Lots of Care for Environment", but those aren't very handy names
Also, Rast, the only reason I go for Bureaucracy is because it allows me enough trades to supply everyone with coal without having to be here the whole time XD I also like Monarchy for the huge bonus to votes, but that's only a superficial bonus - generally the Senate doesn't affect me much. Environmental seems to be the big one (which I want) and seems to be stuck in for good The others are mostly unimportant, and are only useful in special situations (ie when you get attacked, or are having the threat of being attacked)... Otherwise I also like Capitalism for the Factory->Refinery thing, but I don't really see any reason to refine three Diamonds in one turn since I'd only end up with 8 coal, and have to use six of that just for the Power So basically, I have nothing left but Theocracy (which is a bit too war-like for my tastes), Communism (which I'm probably going to switch to soon ), and Technocracy (which is only good if you want to protect a Reactor or are doing later Research to save you a DDRL, AID, ICBM, or EUR... and in the latter case probably ought to be temporary...)