# Axis 1: Government — "How is the ruler chosen?" > **Status:** Planning / Idea Phase · 2026-03-25 > > Pure political structure. Power transfer mechanism. 8 options. > > See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [AUTHORITY.md](AUTHORITY.md) --- ## Tribal Council (Era 1, Starting) Communal elders chosen by the community. No formal institutions. | Modifier | Value | |----------|-------| | Food | +5% | | Research | -25% | | Free Unit Upkeep | 4 units | | Trade Deals | unavailable | The universal start. Research penalty drives players to upgrade. ## Monarchy (Era 2) **Tech:** `monarchy_tech` Hereditary central ruler. Stable, capital-focused. | Modifier | Value | |----------|-------| | Happiness | +1 | | Capital Gold | +2 flat | | Non-Capital Growth | -10% | | Trade Deals | available | Classic tall-empire choice. Capital strong, periphery weak. ## Republic (Era 2) **Tech:** `republic_tech` Elected representatives. Civic participation. | Modifier | Value | |----------|-------| | Production | +5% all cities | | Research | +10% | | War Weariness | -1 happiness per military unit | | Trade Deals | available | Strong research. War weariness creates tension with military expansion. The starting point for many ideological paths — Republic + Oligarchic Rule = different beast than Republic + Egalitarianism. ## Feudalism (Era 2) **Tech:** `monarchy_tech` + `warfare` Decentralized land-based power. Lords swear fealty, manage regions. | Modifier | Value | |----------|-------| | Production | +5% | | Research | -10% | | Gold | +10% | | Military Upkeep | -25% (lords maintain own armies) | | Settlement Cost | -30% | | City Independence | high (semi-autonomous) | Wide-empire alternative to Monarchy. Cities beyond radius 5 are "vassal cities" — keep 80% gold but owe 20% + military to capital. Vassals can refuse if unhappy. ## City-State (Era 3) **Tech:** `commerce` + `construction` Single sovereign city. No empire, maximum focus. | Modifier | Value | |----------|-------| | Capital Research | +30% | | Capital Gold | +25% | | Capital Culture | +25% | | Settlement | cannot found new cities | | Trade Deals | available (trade focus) | Cannot expand beyond 1 city (or extreme penalty for 2nd). All bonuses concentrated in one location. Natural for Aether school (focused mastery), High Elves (few cities, each a marvel). Pairs with Arcane Commerce for research powerhouse. ## Democracy (Era 4) **Tech:** `republic_tech` + `education_tech` Direct citizen participation. Requires educated populace. | Modifier | Value | |----------|-------| | Happiness | +4 (highest) | | Research | +20% | | Culture | +25% | | Production | -10% (debates slow things) | | War Weariness | -2 per military unit | | Education Bonus | +0.1 all cities | Cannot coexist with inequality > 40 (automatic reforms trigger). Cannot pair with Serfdom or Ley Conscription (citizens vote them out). Republic's Era 4 evolution. The strongest democratic check — but the production penalty and inequality cap are real costs. ## Anarchy (Always Available) No central authority. Self-organization. Available from Era 1 onward with no tech requirement. | Modifier | Value | |----------|-------| | Happiness | +1 (no oppression) | | Culture | -25% (no institutions) | | Military Upkeep | +50% (no logistics) | | Government Upkeep | none | | Capital Bonuses | none (no capital) | | Diplomatic | cannot sign formal treaties | No anarchy penalty when switching — already there. Each city operates independently: own priorities, no siphon, no capital bonuses. The anti-government. Pairs with Commune (anarcho-communism) or War Economy (anarchist raiders). Chaos school's natural fit. ## Plutocracy (Era 5, Pressured) **Always a player choice.** Unlocks when inequality ≥ 70. At inequality ≥ 70, other governments incur **Institutional Crisis:** -3 gold/city/turn + -10% production. Plutocracy has no crisis cost. The wealthy offer to "stabilize." | Modifier | Value | |----------|-------| | Gold | +10% | | Production | -10% | | Research | -15% | | Happiness | -4 | | Culture | -50% | | Diplomatic Options | severely limited | With the right authority + labor + economy, unlocks Doomsday Device. Reform: switch economy to reduce inequality below 50, pay crisis cost until inequality drops, then switch government.