magicciv/public/games/age-of-dwarves/docs/politics/AUTHORITY.md

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# Axis 2: Authority — "What justifies who holds power?"
> **Status:** Planning / Idea Phase · 2026-03-25
>
> The ideological lens. Combinable with ANY government. Republic + Militarism = Sparta. Monarchy + Theocratic = divine right king. 9 options.
>
> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [GOVERNMENT.md](GOVERNMENT.md)
---
## Traditionalism (Era 1, Starting)
"This is how it's always been." Custom and precedent guide decisions.
| Modifier | Value |
|----------|-------|
| Happiness | +1 (familiar, stable) |
| Research | -10% (resist change) |
| Inequality Amp | 1.0× |
The default. No strong bonuses, no strong penalties. Stable. Players switch off it to specialize.
## Militarism (Era 2)
**Tech:** `warfare`
Might makes right. The strong decide for the weak.
| Modifier | Value |
|----------|-------|
| Combat Strength | +10% |
| Military XP | +25% |
| Happiness | +2 at war, -2 at peace |
| Gold | -10% (no economic focus) |
| Inequality Amp | 0.8× (spoils shared with warriors) |
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.
## Oligarchic Rule (Era 3)
**Tech:** `commerce` + `warfare`
Wealth = authority. The merchant princes and plutocrats decide.
| Modifier | Value |
|----------|-------|
| Gold | +15% |
| Happiness | -1 |
| Culture | -25% |
| Inequality Amp | **1.5×** (wealth concentrates by design) |
| Savings Rate Bonus | +1% (added to economy's rate) |
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.
## Theocratic Rule (Era 3)
**Tech:** `theology_tech`
Divine authority. The gods/spirits/ancestors sanction rule.
| Modifier | Value |
|----------|-------|
| Happiness | +3 |
| Culture | +50% |
| Gold | -25% |
| Inequality Amp | 0.9× (religious redistribution norms) |
| School Restriction | cannot Spell Pact with opposing school |
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.
## Arcane Rule (Era 3)
**Tech:** `arcane_lore` · **Requires:** Active High Archon
Magical supremacy. The magically gifted decide.
| Modifier | Value |
|----------|-------|
| Casting Skill | +3 |
| Mana/Turn | +2 |
| Happiness | -2 |
| Mundane Unit Cost | +25% |
| Inequality Amp | 1.0× |
Natural pair with Mana Covenant economy. Mundane unit penalty pushes toward summoned/magical armies. Aether school affinity — knowledge and mastery.
## Meritocracy (Era 3)
**Tech:** `engineering` + `commerce`
Competence = authority. The most capable decide.
| Modifier | Value |
|----------|-------|
| Research | +20% (mundane techs) |
| Production | +10% |
| Happiness | -1 (cold efficiency) |
| Mundane Unit Cost | -15% |
| Inequality Amp | 1.1× (merit concentrates mildly) |
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.
## Libertarianism (Era 3)
**Tech:** `republic_tech` + `commerce`
Minimal authority. Individual liberty above collective action.
| Modifier | Value |
|----------|-------|
| Government Upkeep | -50% |
| Building Upkeep | -25% (deregulation) |
| Research | +5% |
| Military Upkeep | +25% (no state army) |
| Inequality Amp | 1.0× (no intervention either way) |
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."
## Nationalism (Era 4)
**Tech:** `empire_tech` + `warfare` + `commerce`
The nation/race above all. Corporate-state merger. Scapegoating.
| Modifier | Value |
|----------|-------|
| Production | +25% (state-corporate efficiency) |
| Research | -15% (ideological purity over truth) |
| Gold | +15% |
| Military Combat | +15% (fanaticism) |
| Culture | +20% (propaganda) |
| Inequality Amp | 1.5× |
**Scapegoating:** +3 happiness while at war or with declared enemy. At peace with no enemy: -5 happiness. Fascism requires a permanent enemy.
**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.
Cannot pair with: Commune, Stewardship, Conservation. Death/Chaos school affinity.
## Egalitarianism (Era 4)
**Tech:** `construction` + `warfare`
Enforced equality. The state ensures no one rises above or falls below.
| Modifier | Value |
|----------|-------|
| Production | +20% (state mobilization) |
| Gold | -20% (no private accumulation) |
| Food | +10% (state agriculture) |
| Happiness | -1 |
| Military Upkeep | -25% (people's army) |
| Inequality | **HARD CAP at 10** |
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.