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.