156 lines
5.5 KiB
Markdown
156 lines
5.5 KiB
Markdown
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# Axis 2: Authority — "What justifies who holds power?"
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> **Status:** Planning / Idea Phase · 2026-03-25
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>
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> The ideological lens. Combinable with ANY government. Republic + Militarism = Sparta. Monarchy + Theocratic = divine right king. 9 options.
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>
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> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [GOVERNMENT.md](GOVERNMENT.md)
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---
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## Traditionalism (Era 1, Starting)
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"This is how it's always been." Custom and precedent guide decisions.
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| Modifier | Value |
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|----------|-------|
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| Happiness | +1 (familiar, stable) |
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| Research | -10% (resist change) |
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| Inequality Amp | 1.0× |
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The default. No strong bonuses, no strong penalties. Stable. Players switch off it to specialize.
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## Militarism (Era 2)
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**Tech:** `warfare`
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Might makes right. The strong decide for the weak.
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| Modifier | Value |
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|----------|-------|
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| Combat Strength | +10% |
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| Military XP | +25% |
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| Happiness | +2 at war, -2 at peace |
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| Gold | -10% (no economic focus) |
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| Inequality Amp | 0.8× (spoils shared with warriors) |
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Peace is the enemy. A military authority at peace is miserable. Pairs with War Economy (raid), Tribute (extort), or any aggressive strategy. Chaos school's natural fit. Note the low inequality amp — warlords distribute spoils. Inequality comes from ECONOMIC axes, not military ones.
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## Oligarchic Rule (Era 3)
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**Tech:** `commerce` + `warfare`
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Wealth = authority. The merchant princes and plutocrats decide.
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| Modifier | Value |
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|----------|-------|
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| Gold | +15% |
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| Happiness | -1 |
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| Culture | -25% |
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| Inequality Amp | **1.5×** (wealth concentrates by design) |
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| Savings Rate Bonus | +1% (added to economy's rate) |
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The capitalism enabler. 1.5× inequality amp means any exploitation economy accelerates toward collapse. The +1% savings rate bonus on top of the economy's rate makes hoarding more profitable. Death school affinity — power at any cost.
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## Theocratic Rule (Era 3)
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**Tech:** `theology_tech`
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Divine authority. The gods/spirits/ancestors sanction rule.
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| Modifier | Value |
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|----------|-------|
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| Happiness | +3 |
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| Culture | +50% |
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| Gold | -25% |
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| Inequality Amp | 0.9× (religious redistribution norms) |
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| School Restriction | cannot Spell Pact with opposing school |
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High happiness and culture, gold penalty. Religious norms slightly reduce inequality. Life/Nature affinity — community, reverence. Reserved for Religion expansion: Theocratic Rule will gain additional modifiers per chosen faith.
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## Arcane Rule (Era 3)
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**Tech:** `arcane_lore` · **Requires:** Active High Archon
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Magical supremacy. The magically gifted decide.
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| Modifier | Value |
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|----------|-------|
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| Casting Skill | +3 |
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| Mana/Turn | +2 |
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| Happiness | -2 |
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| Mundane Unit Cost | +25% |
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| Inequality Amp | 1.0× |
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Natural pair with Mana Covenant economy. Mundane unit penalty pushes toward summoned/magical armies. Aether school affinity — knowledge and mastery.
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## Meritocracy (Era 3)
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**Tech:** `engineering` + `commerce`
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Competence = authority. The most capable decide.
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| Modifier | Value |
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|----------|-------|
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| Research | +20% (mundane techs) |
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| Production | +10% |
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| Happiness | -1 (cold efficiency) |
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| Mundane Unit Cost | -15% |
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| Inequality Amp | 1.1× (merit concentrates mildly) |
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The mundane counterpart to Arcane Rule. "Mages rule because magic" vs "engineers rule because progress." Dwarves' natural authority. Pairs with Free Market, Mundane Industry, or Conservation.
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## Libertarianism (Era 3)
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**Tech:** `republic_tech` + `commerce`
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Minimal authority. Individual liberty above collective action.
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| Modifier | Value |
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|----------|-------|
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| Government Upkeep | -50% |
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| Building Upkeep | -25% (deregulation) |
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| Research | +5% |
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| Military Upkeep | +25% (no state army) |
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| Inequality Amp | 1.0× (no intervention either way) |
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No restrictions on economy axis — can pair with anything. Unlike Republic (0.8× inequality check via institutions), Libertarian has no check. The state is too small to regulate. The political philosophy OF capitalism — "the market will regulate itself."
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## Nationalism (Era 4)
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**Tech:** `empire_tech` + `warfare` + `commerce`
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The nation/race above all. Corporate-state merger. Scapegoating.
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| Modifier | Value |
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|----------|-------|
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| Production | +25% (state-corporate efficiency) |
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| Research | -15% (ideological purity over truth) |
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| Gold | +15% |
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| Military Combat | +15% (fanaticism) |
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| Culture | +20% (propaganda) |
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| Inequality Amp | 1.5× |
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**Scapegoating:** +3 happiness while at war or with declared enemy. At peace with no enemy: -5 happiness. Fascism requires a permanent enemy.
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**Suppression:** Education awareness multiplier halved (educated citizens don't see inequality). Degrades 0.01/turn — after 50 turns, suppression is at 50% effectiveness. The propaganda wears thin.
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Cannot pair with: Commune, Stewardship, Conservation. Death/Chaos school affinity.
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## Egalitarianism (Era 4)
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**Tech:** `construction` + `warfare`
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Enforced equality. The state ensures no one rises above or falls below.
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| Modifier | Value |
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|----------|-------|
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| Production | +20% (state mobilization) |
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| Gold | -20% (no private accumulation) |
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| Food | +10% (state agriculture) |
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| Happiness | -1 |
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| Military Upkeep | -25% (people's army) |
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| Inequality | **HARD CAP at 10** |
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Inequality CANNOT exceed 10. Automatic redistribution if it reaches cap. Means: no savings rate benefit, no capital siphon effect, no Gilded Tyranny (can never reach 50). Cannot pair with: Free Market, Serfdom, Gilded Tyranny. Must pair with: Commune, Planned Economy, or Mana Covenant. The safe, slow path — never collapse, never out-produce capitalists.
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