Sunday, August 30, 2015

Governments, Economies, and Societies Overview

Governments, Economies, and Societies in Brunelleschi are a collection of Class-Unlocked options available to the Government of a Settlement.

Government Systems



Government refers the the Sovereign and Ministers in general, and the Specific individuals holding those Ministerial positions more specifically. Government Systems determine who can hold these positions, as well as what powers they exercise over the Diplomacy, Warfare, Immigration, Minister Management, Citizenship, Imprisonment,  and the Management of Warboats and Warships. Each system of government has a unique bonus and penalty.



Dictatorship - Autocratic - Commander

Dictatorship is a system of Government primarily defined by the rule of a single strong military leader, assisted by their Military Ministers. In this system, power to pass Edicts, Laws, and Proclamations is primarily held by the Sovereign (Dictator).  Non-Defense Ministers provide reduced bonuses, but Garrisons provide more Security than usual.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance. 



Stratocracy - Elitist - Commander

The Stratocracy is a government run by a group of military leaders.  While the Sovereign is still the ultimate tie-breaker, the Dept of Defense Ministers will hold the majority of the power over Citizenship, Imprisonment, and War. Unfilled Defense Ministry positions cause bonus corruption, but government Military actions cost less than usual.
Because it is an Elitist Government, Fealty cost of ministers is reduced.


Federalism - Egalitarian - Commander

A political group of members bound together and led by a representative head.Any player with military aspirations can benefit from Federalism. Both Lords and Ministers can participate in government and gain the benefits of the government's overall focus on units and warfare. Power is mainly distributed throughout the government. However, votes are held for Taxation and Immigration and the Court rules over matters of Imprisonment. Federalist garrisons upkeep at a massive discount.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.


Tribalism - Populist - Commander

Tribalists value the power of the individual while being part of a recognized group. The Government may be militarily strong but the people won't be pushed around. NPC populace demands frequent elections of their leaders, but they also love to fill their own garrisons. Nothing makes a Tribal citizen feel better than high security and full garrisons. In this system, the Ruling Group makes most of the decisions, with the exception of Garrison, Imprisonment and Diplomacy decisions which are voted on.
Too low a Security happiness can trigger a No Confidence vote.Like all Populist governments, the population uses up much less Happiness.


Absolute Monarchy - Autocratic - Noble

Power comes from the top and everyone must bow down. In an Absolute Monarchy, the Sovereigns word is the only law. They make the taxes, write the laws, and judge in the courts. Absolute Monarchs wield massive diplomatic power as the first and last word in their Settlements. Non-Interior Ministers provide reduced bonuses, but Sovereign Political actions are nearly free. What the Sovereign chooses not to handle, in most cases the Interior Dept. can take care of it.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance.


Aristocracy - Elitist - Noble

Being "In" is everything in an Aristocracy. Only those allowed into Interior Ministries will taste true power, leaving even other ministers feeling somewhat left out by this exclusionary Noble government. Unfilled Noble Ministry positions cause bonus corruption, but Minister and Soveriegn Political and Diplomatic actions are at a discount. The Department of the Interior handles almost all Government matters.
Because it is an Elitist Government, Fealty cost of ministers is reduced.


Constitutional Monarchy - Egalitarian - Noble

The nobles have seen (or been forced to see) that the people are easier to rule if they feel properly represented. The players allow their Monarch and Ministers to stay in power with regular votes, but Ministers are granted an XP reward for casting their votes. Most issues are settled between the Sovereign and Ministers, but issues of Immigration and Taxation are put to vote and Imprisonment is the business of the Court.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.


Partisanship - Populist - Noble

Class may have mattered once, but now groups are the way to go. In a Partisan government, joining a Group is the best way to gain influence and power. Everyone can vote, but influence determines how many other people's votes you command. Each citizen gains an Importance bonus for being part of a group and all matters of government are decided by the Ruling Group.
Too low a Health happiness can trigger a No Confidence vote.Like all Populist governments, the population uses up much less Happiness.


Despotism - Autocratic - Trader

Power is everything, and wealth is the true source of power. Therefore, the trader with the most wealth is naturally the most suited ruler. The Sovereign and Interior Dept manage most Government issues and Non-Commercial ministers provide reduced bonuses. The Security of a Despot-ruled settlement is buoyed by a % of the settlement's Prosperity.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance. 


Oligarchy - Elitist - Trader

Those few who have put in the most effort to get there now sit at the top of the Government. Commercial type actions taken by Sovereign or Ministers are at a large discount, however each unfilled Commerce Ministry position causes bonus corruption. The Department of Commerce is the primary power in Governmental decisions.
Because it is an Elitist Government, Fealty cost of ministers is reduced.


Plutocracy - Egalitarian - Trader

In a Plutocracy, money is power. Where voting is concerned, money is also voting power. Even better, each vote puts money straight in the pockets of the managing Government. That which is not voted on is managed reasonably. Citizenship is in the hands of the Dept of Interior, Garrisons and Military decisions in the hands of the Dept of Defense and Imprisonment with the Court system.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.


Common Law - Populist - Trader

The Common Law is one of practicality and good practices. Giving the Populace the freedom to handle their own market practices causes the Populace Economy to produce an unusual bounty of Resources. This system is very Populist and nearly all Government actions are decided by vote between Players and NPCs.
Too low a Prosperity happiness can trigger a No Confidence vote.Like all Populist governments, the population uses up much less Happiness.


Cult - Autocratic - Clergy

The people flock to the leadership of a single charismatic leader. They love every decision made by this paragon of faithfulness. Most decisions of this government are split between the beloved Sovereign and their Ministers. Ministers not blessed with Religious positions will not be able to provide complete bonuses. On the other hand, everything the Sovereign does gains double Importance for Sovereign actions.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance. 

Theocracy - Elitist - Clergy

The people put their trust in the church to guide them. The Government is assumed to be taking their directives from On High. Therefore, they couldn't possibly be wrong. In their faithfulness, the Citizens of a Theocracy take Religious actions at a discount. However, each unfilled Religious Ministry position causes bonus corruption in the Government. Most decisions are handled by the Dept. of Religious Affairs
Because it is an Elitist Government, Fealty cost of ministers is reduced.


Confederation - Egalitarian - Clergy

The Confederation is an organization of almost-equals working in common action for the good of the community. Belonging to a represented community is the most important thing, so each Citizen that is a group member gains an XP bonus. Government decisions are split between vote and reasonable departments. Citizens vote on Immigration and Minister Position while Minsters vote on Diplomatic decisions.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.


Populism - Populist- Clergy

Together the faithful point themselves in the right direction. They are industrial individualists, therefore the Populace Economy generates a surplus of Goods. Every decision that happens within the Government is voted on by both Players and the NPC Population.
Too low a Faith happiness can trigger a No Confidence vote. Like all Populist governments, the population uses up much less Happiness.

Tyranny - Autocratic - Caster

Power is on a 'Need to Wield' nature, and you don't need to wield. That is the way of the Tyrant. Fortunately all that hoarding has caused all Government magic costs to be reduced. However, Non-Education Minister positions will not provide full bonuses. The Sovereign and chosen Ministers handle most Government decisions.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance. 



Magiocracy - Elitist - Caster

We've got the magic and you haven't. The Mages have taken control and anyone who's not wielding power and holding a Ministry can go soak their head. They do share the magic a little, as magic cost is reduced for all Citizens of the Magiocracy. The Dept of Education makes all Governemnt decisions, however, unfilled Education Ministry positions create bonus corruption. 
Because it is an Elitist Government, Fealty cost of ministers is reduced.

Republic - Egalitarian - Caster

Sure everyone matters. Especially if they can cast spells! The populace is so comfortable with this practical solution to government that they occasionally recruit Transportation Units into available slots. This Government is one of two with mandatory term limits.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.


Meritocracy - Populist - Caster

Let each person be as powerful as they are impressive. This government shares the magic around to everyone. Every Citizen of the Meritocracy gains a bonus to maximum AP capacity. All Citizens and NPCs vote on issues of Diplomacy, Imprisonment, Minitary and Garrisons while the Ministers and Sovereign handle Immigration, Citizenship, Taxation, and Ministerial appointments.
Too low of Education happiness can trigger a No Confidence vote. Like all Populist governments, the population uses up much less Happiness.

Empire - Autocratic - Lord

The Empire is the only Autocratic Government option with no particular class bias. Because the sovereign doesn't share power, even with like-minded friends, they gain a bonus to max fealty, but all Minister bonuses are reduced. Decisions are made mainly by the Sovereign, who may delegate to chosen ministers.
Because it is Autocratic, firing ministers, imprisonment and exiling costs no Importance.

Hegemony - Elitist - Lord

In the Hegemony, elitism is the only rule. It is very difficult to cause a Revolution or Popular civic change, but any Ministry left unfilled creates a small amount of corruption. Eyes are required everywhere to keep a hold on this sort or power. Every government decision can be made either by the Sovereign or an appointed Minister.
Because it is an Elitist Government, Fealty cost of ministers is reduced.

Bureaucracy - Egalitarian - Lord

The Bureaucracy is an honest attempt at complete administrative coverage. Management is practical and segmented such that every issue is resolved by an appropriate department. Ruling Group determines Immigration, while the Dept of Interior decides Citizenship, Dept of Commerce to Taxation, Dept of Defense for Military an Garrison issues. Votes are held for Ministry and Diplomatic issues and the Court handles Imprisonment.
Because it is an Egalitarian government, Heroes gain importance faster inside the Settlement. Player citizens are capable of voting No Confidence and changing the system.

Anocracy - Populist - Lord

Who needs government, anyway? Groups in the Anocracy are the most cohesive form of organization and are incredibly cheap to upkeep. However, if any Happiness becomes too low, Government Shift or a vote of No Confidence can occur. The people want to take care of themselves, but don't actually care that much overall. Immigration, Citizenship, Taxation, Minister appointments and Garrison decisions can all be decided by either the presiding minister or a vote.  Anyone can make a military decision and everyone votes on Imprisonment and Diplomacy issues.

Economic Systems




Economy refers to all Local Markets and Connected Markets including the 'Hire Troops' and 'Real Estate' markets as well as the interaction with World Markets, Taxation, and management/ownership of Transportation Units like Carts, Trading Boats, Trading Ships, and Trains. The Economic System regulates these things as well as determining the Distribution of Building Plots between Public, Private, and State owned.

Social / Society is the system of internal voting, management, and collaboration used by the settlement. The Social System used determines which members of the Settlement are able to Vote, whether elections are held, and which decisions are made by the Government , or by various methods of Popular decision making.

State Owned refers to anything considered the property of the Government. In almost every situation the Government will own the 'Main' buildings of 'Default' districts, at the very least. In Autocratic Economies most plots are likely to be state owned, with more being automatically allocated to Private and Public ownership in other systems.







Fascism - Autocratic - Commander

Nothing makes the people feel safer than absolute military rule. As long as they're not being held prisoner in their own homes. The primary benefit of a Fascist economy is that Prosperity buildings lower security much less than they normally would. There is no minimum wage and rent can be bounded by the sovereign or ministers.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


Raiding - Elitist - Commander

The Raiding economy is an ancient tradition of violence and opportunism. Why produce for yourself when you can take from your neighbors? There is no minimum wage or limit on rents and disputes are settled with a unique Trial by Combat. All lots are state-owned. The primary bonus of a Raiding economy is that all Auto-Raiding rewards are significantly increased.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns are drastically reduced and all building prosperity penalties in the settlement are doubled.


Mercantilism - Egalitarian - Commander

Mercantilism is government-supported economic practices at the expense of rival national powers. Why should the people of a settlement act in it's (and their) best interests? There is no minimum wage but rent can be bounded. The primary bonus of this opportunistic economy style is that all Auto-Trading and Auto-Raiding are more effective. Lots are split evenly between the 1) the State and 2) everyone else.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Anarcho-Capitalism - Populist - Commander

Populist economies are a chaotic affair and this one doubly so. Just grab what you can and run with it because there's very little stability in the Anarcho-Capitalist settlement. While there is no minimu wage or rent limits, there are also no taxes, or dispute resolution! The people are both violent and nervous, and in prospering districts they will construct and upgrade training buildings of their own free will. Most lots are owned privately, with a small portion saved for the vestigial State.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


Command Market - Autocratic - Noble

Those at the top have already decided what will be produced and how much it will be sold for.  The people have practically no power in changing the economic status quo. They can't lower taxes, see foreign markets or get minimum wage. The benefit of the authoritarian economy is the significant reduction of crafting costs.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


Preferential Economy - Elitist - Noble

The Preferential Economy isn't too bad. You only have to wait for the 'preferred' to get whatever they want and then pick over what's left. Here the Government can set both a minimum wage and a minimum rent. Taxes are relatively high, but all Ministers are granted Importance for every trade on the Market they are part of.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns are drastically reduced and all building prosperity penalties in the settlement are doubled.


Mixed Market - Egalitarian - Noble

The entirely novel idea of letting the people trade freely with each other. While the state still likes to have a hand in economic planning, they enable the people to participate as well. Here private owners and operators are upheld, as all private processing and crafting buildings function with heightened efficiency. Rents can be bounded and a minimum wage is reached via Vote in the Mixed Market.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Subsidized Industry - Populist - Noble

Just giving the people stuff is too easy. Let's give them money and tell them what to buy! The Populace, for the most part, barely notices that spectral aristocratic hands still try to control their market. When flush with cash and resources, the populace of the Subsidized Industry will build their own Happiness buildings and upkeep/upgrade them for the rulers.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


Monopoly - Elitist - Trader

Your economy is (or is intended to) run on the revenue of a single market. Rulers of a Monopoly may choose one Resource or Good which begins to produce twice as fast in their Settlement. However, in order to maintain this incredible efficiency boost they must practically enslave a few workers and residents.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


Corporatism - Elitist - Trader

Sell fish? Join the Fish Corporation. Want paper? Visit the Paper Co! Corporatism is such a practical form of elitism, only the people who aren't getting paid notice. Building and Trade taxes are relatively low and all citizens in this efficient system gain a bonus to vehicle management.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns are drastically reduced and all building prosperity penalties in the settlement are doubled.


Free Market - Egalitarian - Trader

Let the markets be free and the people trade freely. Everyone benefits when trade is easy and equal among all buyers and sellers. Taxes in this system are incredibly low and buildings owned by private business-persons are significantly more efficient.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Laissez-Faire - Populist - Trader

The less the government can touch trade matters, the better. The people of the Laissez-Fair economy love to trade and see those coins stack up. This economy varies little from the Free Market except for the freedom of the Populace to gather wealth. Left alone and prosperous, the NPC population will build and upgrade their own Income buildings.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


Welfare State - Autocratic - Clergy

Really, the power is being used FOR the people, so it's alright. Sure, taxes are high and the blessed Sovereign owns everything, and as long as the people are happy they don't care.  The people are so faithful that a percent of the settlement Faith contributes to it's effective Security.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


Indirect Control - Elitist - Clergy

The church doesn't admit it's in control, but everything traded in the Settlement is done so with holy approval. Every successful local trade grants importance to the Sovereign. Naturally the government can establish a minimum wage and bound range of Rents.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns is drastically reduced and all building prosperity penalties in the settlement are doubled.


Socialism - Egalitarian - Clergy

Let the people own the means to produce their own food and homes. Everything else stems from there. The government can set minimum wage and cap Rent completely. The people acting in their own best interests Harvest everything a little faster.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Communism - Populism - Clergy

The people left alone will attain the means of production. When left alone with resources, the Populace will build their own Harvesting buildings and upgrade them. Unlike most Populist economies, the government can still set a minimum wage and decide what rent should be.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


Central Planning - Autocratic - Caster

The casters are a methodical bunch. When asked how one might run an economy, planning it seems only natural. With a maniacal devotion to efficiency, Central Planning allows all Government owned buildings to produce a percentage more than usual.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


Vertical Integration - Elitist - Caster

When creating costly and complex goods, proper resource management is key. The Rulers of a Vertical Integration economy are mainly concerned with the flow of production. Taxes are high and all lots are government owned. On the other hand, every processing and crafting building runs with greater efficiency. There is no minimum wage and rent can be bounded.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns is drastically reduced and all building prosperity penalties in the settlement are doubled.


Syndicalism - Egalitarian - Caster

Syndicalism is when workers independently form into groups, then work together between those groups to accomplish overall industry. With so many workers laboring in harmony, every building requires a percentage less total employees.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Traditional Economy - Populist - Caster

The people know what they've always done and that it pretty much works. This economy style simply allows them to return to their natural ways. Left alone and with resources, the NPC populace will build and upgrade Housing buildings.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


State Ownership - Autocratic - Lord

If the people are fed, they don't need to own any farms. If they are safe, they don't need any weapons. In a State Owned settlement, the Sovereign takes full power and responsibility for production and profit of the settlement. With this complete control, the upkeep of Government owned building is significantly reduced. There is no minimum wage but rents can be bounded.
Like all Authoritarian Economies, taxes are by default 100% and  with World Market is available only to members of the Government.The Sovereign's Storage is increased but the cost of Non-Government logistics is also increased. All lots automatically belong to the Government.


National Industry - Elitist - Lord

In a National Industry, the nation owns the means of industry. With the lords controlling all they want to produce, processing and crafting function at an increased speed. Minimum wage is set by the government, and rents can be bounded.
Like all Elitist Economies, the logistics costs of Ministers and Sovereigns is drastically reduced and all building prosperity penalties in the settlement are doubled.


Entrepreneurialism - Egalitarian - Lord

In this opportunism-based economy, the World Market is open to all citizens. There is no minimum wage and no restriction on rents. As each citizen is encouraged to follow their own business interests, Privately owned buildings cost significantly less to build and upgrade.
Like all Egalitarian Economies, Disputes are resolved with Citizen vote and all citizens receive a small discount to Logistics costs. However, all taxation in the settlement suffers an efficiency penalty.


Cottage Industry - Populist - Lord

While the lords may know what is needed, they rely on the people to produce it. Every member of the populace is expected to contribute to the settlement's production. The NPCs take their duty seriously and, when prosperous, will build and upgrade Processing buildings.
Like all Populist Economies, all building Security penalties are doubled, but all Income building cycle-caps function at a significant increase.


Social Systems




The Social System of a settlement determines who holds the power, votes, and decides the fate of law-breakers. Sovereigns, Ministers, Lords, Heroes, and NPCs all have a chance at influence depending on the Social System. Unless mentioned otherwise, the involvement of Political Groups is optional.

Military Rule - Autocratic - Commander

This society is based on the idea that military strength is more important than civil liberties. Court cases are prosecuted by a Defense minister, Jury is selected in favor of high rank and service can be delegated. When the Sovereign is replaces, succession is determined by the highest Defense minister or the Lord with the highest Might in the Settlement. This tight military control has two main effects. Garrison slots are doubled in Main Districts, but Riots are somewhat more likely to break out.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Police State - Elitist - Commander

When the government, and perhaps the people, are so worried about security they surrender their rights to the local defense force. Rights in a Police State go first to the Defense Ministers, who  are never voted out, preside over the Court and vote on new Sovereigns. Commander Lords gain an Importance bonus, but districts with no Minister suffer serious Security penalties and the people briefly remember what freedom is like.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Military Citizenship - Egalitarian - Commander

Equality is achieved through military service. In this way, anyone who wants to matter in the society only has to serve their settlement in uniform. Defense Ministers and Commanders are slightly favored. NPCs in this society are loyal to their military duties, so every district gains a few  guardian Legionnaire troops. Forced labor is not allowed in societies based on Military Citizenship, citizen soldiers can't and won't be enslaved for menial labor. This same civic pride causes any delay in elections to detract from settlement Security.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.

National Service - Populist - Commander

Every family, player and NPC is expected to be willing to pick up a weapon in defense of their Settlement. This significantly boost the native Security of a society supported based around National Service. This same aggressive attitude causes all citizens to gain more XP from each experience. The local emphasis on martial strength will cause Commanders to rise to the top, as their actions will have greater influence over the votes of the people.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.



Feudalism - Autocratic - Noble

Feudalism is a combination of elitism and tradition, such that the children of once strong leaders inherit power they could never have acquired on their own. The people like predictable lives and get used to the arrangement of not having any power or rights. Only the highest ranked citizens are invited to a Jury, which is always ruled over by a Minister of the Interior. This rampant disreguard for peasant lives causes Peasants to pack more tightly into anywhere that will house them, forced labor to be common, and Plagues to occur much more frequently. When a Sovereign finally lets go, the successor is either the highest ranking Minister, or the Lord with the highest Guile in the Settlement.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Caste System - Elitist - Noble

Tradition runs so deep in Caste Societies that variation from family tradition is unthinkable. In fact, they're pretty sure social classes wouldn't exist if they were meant to mingle. The ground-down existence of the NPC populace causes their Health to deteriorate quickly without a guiding Minister, but also keeps them from initiating negative Happiness scenarios. Likewise, the natural exultation of the noble-born grants all Noble Lords with a significant Importance bonus.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Social Contract - Egalitarian - Noble

The airstocracy promises that they'll represent you and keep you safe if you don't chop off their heads and get back to being the hardworking backbone of society. Everyone feels better about the deal and tries to be a really good contributing citizen. In this boorishly well meaning town, Forced labor is unseemly and Illegal actions are significantly harder to finish, much less get away with. While Noble classes are still favored in Importance bonus and Jury selection, all Citizens/Ministers are invited to vote for new Sovereigns. However, the people live and breath on this contract. Any delay in elections with seriously impact Settlement Health.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.


Patriotism - Populist - Noble

Every single person in this society is assumed to filled with love for their Settlement. So much so that they enjoy paying their taxes and often speak highly of their elected leaders. These guys love to vote, and will vote for their Sovereign every week if allowed to. Taxes come in with great efficiency and dedication to Settlement cleanliness provides a valuable Health bonus. Political groups are mandatory, but they all compete to love their Settlement the best.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.



Slave State - Autocrat - Trader

The slave-based society is one with an appalling swap of value between human life and cold currency. If the way to profit is to sacrifice a few of the un-valuable lives, those lives are already lost. With this disregard for worthless NPC skill, all Yeomen and their jobs are demoted to the rank of Peasant. Ministers of Commerce decide what is and is not a crime in the Courts and Sovereign Succession favors Trader Lords with high Management abilities. Unfortunately, when goods are more valuable than people, Famine can become dangerously common among the undervalued population. There is only one political group, that of the masters.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Guild Dominance - Elitist - Trader

Guild led societies are an early way to encourage industrial citizens to become society leaders. These societies function on the concept that industry is the most important part of society. For this reason Trader Lords are granted greater Importance and Crafting buildings will run themselves with no need for overseeing Peer NPCs. However, the prosperity of un-Ministered districts will suffer.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Unionization - Egalitarian - Trader

The people of a Unionized society have decided that without workers rights there is no civilized basis for society and commerce. They define themselves by their trade and value those who improve the lives all others in their union. Respect for a Trader's skills gives each a minor Importance bonus, as well as Jury preferential treatment. Political groups are not optional, as everyone is assumed to be represented by their groups.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.


Plutocratic Democracy - Populist - Trader

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In a Plutocratic Democracy, they like to vote on everything. And each citizen can vote as many times as they can afford to. After all, money is power and influence concentrated into shiny coins. Every election held raises settlement prosperity for for days at a time and the society's devotion to coin creates a Settlement-wide prosperity bonus.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.


Obedience - Autocratic - Clergy

The people have put their lives and souls in the hands of the church, and expect their religious leader to guide and care for them as if they were the Sovereign's own children. This devotion to church hierarchy lower the cost of all clergy characters's fealty pledges. Unfortunately, the people's superstitious nature causes them to trigger the Curse scenario with greater frequency.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Fundamentalism - Elitist - Clergy

The people believe strongly in the hierarchy of their church and will subjugate themselves to the rule of it's leaders. The people's devotion lifts up the Importance of Clergy Lords and lifts every other Happiness with the strength of their Faith. By default all important decisions are made by Religious Ministers including overseeing the Court and choosing new Sovereigns.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Evangelism - Egalitarian - Clergy

Every member of this society is expected to have such strong faith that others are converted by example alone. Those who shine the brightest are the highest valued in the Evangelical society. Those who follow the National Religion, chose the Clerical path, or hold Religious Ministries gain the most favor and opportunities. With faith so tightly tied to leadership, delaying elections risks the Faith of the entire settlement.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.


Local Governance - Populist - Clergy

A society based on Local Governance believes that each community knows what's best for it's people. Let the people gather, represent themselves, and worship with their own traditions. This freedom to live and pray as they choose has vast benefits. The Happiness demands of Yeomen are almost eliminated and the Populace is more faithful than ever. However, they get used to this freedom and want to vote for both their Sovereign and Ministers every week.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.


Cryptarchy - Autocratic - Caster

In a Cryptarchy, you don't get to know who your leaders are. The populace mostly doesn't even want to know, they like it this way. After all, your leaders must be intelligent. They figured out how to get into power, didn't they? No one knows who resides over the Courts in the Cryptarchy, and Ignorance is at an usually high risk, since the truth is something most people need not concern themselves with. The leaders of the Cryptarchy, whoever they might be, are immune to assassinations and rebellions. The assassins and rebels just don't know who to target.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Totalitarianism - Elitist - Caster

The members of a Totalitarian society must love to be looked at. After all, they've invited their magic-wielding overlords to study/control every aspect of their personal and private lives. Education ministers decide if you are a criminal and the Ruling Group determines your Jury. There is only one political group, and you are in favor of it. Caster Lords gain bonus importance, and in return they are expected to tell you what to think. Districts without a Minister will forget what to think and their Education happiness will plummet. As all the real knowledge and freedom is kept for the rulers, the Ruling Party gains a bonus percent to their experience. Education Ministers can choose to vote for a sovereign, but can never be voted out themselves.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Traditionalism - Egalitarian - Caster

A Traditional-style society is based on the concept that what the people have always done is probably the most reasonable. According to tradition, casters are scary and powerful so Casters are awarded bonus Importance and favored in Jury selection. The respect shown to the forces of nature cause members of this society to use their Magic more efficiently. Voting for leaders is optional, but delaying an election will cause a decrease in educational rigor.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.


Anarchy - Populist - Caster

Who needs rules? While there are many possible reasons, this society has decided that rules are unnecessary downers for the average go-getter. Freedom is everything to your average anarchist and govenment intervention is downright unwelcome. Attempting to imprison someone for court-functions is considered kidnapping and rushing a construction job is impossible. While voting is weekly and mandatory, Sovereign succession is determined with Trial by Combat. The independent populace creates an Education bonus by keeping themselves informed and Encounters/Scenarios/Adventures are much more likely in this unregulated environment.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.


Divine Right of Kings - Autocratic - Lord

The people truly believe their Sovereign is closer to god than all other mortals. They wouldn't dream of disrupting this all-powerful hierarchy and are honored to serve their blessed ruler. Due to their devout belief in the class system, all Peer housing buildings are more effective. There is only one political group, the one blessed the holy and ruled by the Sovereign. Unfortunately, when the people are unhappy they know exactly who is responsible making Unhappiness scenarios somehwat more likely in this society.
As with all Autocratic Societies, votes are never held for Sovereign or Ministers. Imprisonment is instant and only Lord characters are eligible for Ministry positions. Minister pledges of fealty to the Sovereign are mandatory and the Sovereign gains an Importance bonus.


Noblesse Oblige - Elitist - Lord

While the peasants are obligated to serve the nobles, the nobles are also obligated to protect, feed and guide the peasants. Without this agreement there would just be rampant abuse of power and lots of starving peasants. Political groups are optional, as this society considers class obligation more powerful than political affiliation. All actions cost fewer materials for members of the Government, but Districts without Ministers will slowly become unhappy. The ingrained class system causes all Lords to be granted some bonus Importance.
Elitist style Societies vary notably, but all have three universal features. Ministries must be filled by Lord characters, Ministers must pledge fealty to the Sovereign and only Ministers can vote on new Sovereign.


Representative Democracy - Egalitarian - Lord

With no class bias, this society allows each group of players to choose their leaders and vote for them as equals. Juries are selected completely at random and the people will not be coerced into forced labor. However, for this system to work Political Groups become mandatory and all citizens are encouraged to join one. All classes, as equal members, gain a small Importance bonus and elected officials gain a larger Importance bonus while serving their terms. However, delaying an election will hurt the overall Happiness of the settlement.
Because it is an Egalitarian Society, Ministry positions can be filled by Exemplars and Minister pledges to the Sovereign are optional. Citizens can vote for a new Sovereign, but can leave it to the Ministers. Courts are decided by NPC juries but are overseen by a Minister.


Direct Democracy - Populist - Lord

You don't need a Lordship, or a Political Party, or even to be Player to get voted into office in the Direct Democracy. Even NPCs get a vote and they don't have to pay for it. Of course, influential players can swing NPC votes one way or the other but they can't stop the weekly elections. This freedom among the people leads to a wide-spread Happiness boost throughout the settlement.
As with all populist societies, Regular elections are mandatory and all citizens are eligible to vote. Most uniquely, all players and NPCs are eligible for Ministry positions. The people will put forth their own candidates who then can be voted into office and act in the interests of the NPCs.