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

4.2 KiB

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 · 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.