The government of markets and trade, focused on Money production primarily, but also generally producing more resources over the course of a game than other governments. This is a well-rounded government that can be used for a variety of playstyles and buildings, including Outpost, Forge, and Special Operations as highlights.
This government plays comfortably with a Bank and Outpost start, allowing a healthy pool of Money to invest in upgrades and additional buildings like the Armory and Hospital. Since Outpost doesn't use Energy until Tier-3, you can save your passive Energy for the Armory instead, then use it for higher Energy gain when needed for Tier-3.
Starting with Outpost and rushing it to Tier-2 will provide Snipers immediately, an effective unit for early engagements when coupled with Marines, since they will counter A25-Romans and Chronite Tanks with their range, then have the cheaper Marines if there are Scout swarms. This is primarily assisted with passive Capitalist Money gain to pay for the Sniper costs. Expect to be requiring Manpower for this strategy, though, so a Hospital is a good second building for this, or continuing Money investment with Bank.
If you start with Bank, then focus on upgrading to Treasury and eventually having two Treasuries, you can accrue plenty of funds for Special Operations and its missiles. The missiles deal incredible damage and can annihilate entire frontlines and whittle away the main base. This strategy is best used in duo compositions to avoid suffering from early unit rushes, though.