magicciv/public/games/age-of-dwarves/docs/politics/AUTHORITY.md
2026-04-07 17:52:04 -07:00

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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 · 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.