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◈ Government Types ◈

>> Complete Government Reference Guide

Government Types Reference

All nations must select a government type. Review mechanics, tax rates, war support, and riot thresholds for each type.

Note: Government types are used for game mechanics. You can roleplay as another system, but the official type determines your nation's mechanical effects and unique rules.

Government Types & Special Rules

Each government type has unique mechanics, tax ranges, and special rules that must be followed. Review the complete details for each type below.

Democratic Systems

Democratic Republic

Tax: 5% - 35% War Support: 60% citizen approval Riot Trigger: 40%
  • Election terms required: Must define and hold elections on schedule to seat a new leader.
  • Snap elections: Players can force early elections; treat as formal votes and run promptly.
  • Civil Unrest tracking: Democracies track Civil Unrest instead of Riot. Higher unrest triggers in-game consequences.

Federal Republic

Tax: 5% - 35% War Support: 55% citizen + majority state leaders Riot Trigger: 45%

Multi-state structure with decentralized leadership. Requires both citizen approval and state leader consensus for major decisions.

Parliamentary Democracy

Tax: 5% - 35% War Support: Majority parliament vote Riot Trigger: 35%

Parliament-driven decisions. War declarations and leadership changes require majority parliament vote. Most responsive to civil unrest (lowest riot threshold).

Monarchical Systems

Monarchy

Tax: 8% - 40% War Support: 40% nobility council backing Riot Trigger: 60%
  • King Killer Rule: Monarchs can be dethroned, killed, or exiled under King Killer rules when triggered by storyline or revolt events.
  • Succession: Leadership typically passes through hereditary or appointed means rather than elections.

Absolute Monarchy

Tax: 10% - 50% War Support: 25% high command backing Riot Trigger: 75%
  • King Killer Rule: Monarch vulnerable to dethronement mechanics.
  • High authority: Monarch has extensive power but faces serious consequences if dethroned.
  • Highest riot threshold: Takes longest to reach riot conditions, but rebellion is severe when it occurs.

Constitutional Monarchy

Tax: 5% - 30% War Support: 45% lower house vote Riot Trigger: 50%

Monarchy with power limits enforced by constitutional structure. Monarch powers are capped by lower house votes and parliament.

Authoritarian & Specialized Systems

Dictatorship

Tax: 10% - 50% War Support: 30% high command backing Riot Trigger: 70%
  • War penalties: Heavily punished for war declarations and military losses.
  • Land loss consequences: Significant penalties for territorial losses.
  • Leadership stability: High command backing required for major decisions; vulnerable to coups and revolution.

Theocracy

Tax: 5% - 35% War Support: 50% clergy council backing Riot Trigger: 55%
  • Religious Upheaval: If players openly reject religious doctrine, the nation enters a unique riot state.
  • Restrictions: Temporary limits on tax changes, mandatory edicts from clergy.
  • Unrest acceleration: Fast-rising unrest if clerical decrees are ignored.

Technocracy

Tax: 8% - 40% War Support: 50% technocrat council backing Riot Trigger: 50%
  • Technocracy Upheaval: If science/tech mandate is rejected, unique riot state triggered.
  • Economic structure: Lower industrial upkeep but higher upkeep in farming, infrastructure, and administration.
  • Mandatory edicts: Technocrats can impose scientific decrees; ignoring them raises unrest.

Socialist & Communist Systems

Socialist State

Tax: 15% - 50% War Support: 55% workers congress vote Riot Trigger: 45%
  • Wealth disparity mechanic: High wealth gaps immediately trigger riot conditions.
  • Equality enforcement: Must actively manage economic disparity or face civil unrest.
  • Worker representation: Major decisions require workers congress vote.

Communalist

Tax: 5% - 35% War Support: 50% communal vote Riot Trigger: 40%
  • Forced wealth redistribution: Automatic economic mechanics redistribute wealth among citizens.
  • Economic management: Limited ability to accumulate resources; must balance community needs.
  • Communal approval: Major decisions require communal vote rather than individual ruler authority.

Communist

Tax: 15% - 50% War Support: 50% party central committee backing Riot Trigger: 50%
  • Market control: Can ban all private markets and restrict store creation to approved individuals only.
  • Centralized economy: Gives centralized economic control; citizens cannot engage in independent commerce.
  • Wealth disparity mechanic: High wealth gaps immediately trigger riot conditions.
  • Party authority: Central committee backing required for war and major policy changes.

Libertarian & Minimal Government

Anarcho-State

Tax: 0% - 20% War Support: 45% militia assembly backing Riot Trigger: 25%
  • Essential services only: Government limited to essential services; reduced control over nation operations and citizen activities.
  • Minimal taxation: Lowest tax cap (0%-20%); highly restricted tax revenue.
  • Lowest riot threshold: Civil unrest triggers most easily (25%); requires constant democratic balancing.
  • Militia-driven: Militia assembly backing required for major decisions; decentralized authority.

Libertarian

Tax: 0% - 20% War Support: 45% citizen approval Riot Trigger: 30%
  • Essential services only: Government limited to essential services; reduced control over nation operations and citizen activities.
  • Minimal taxation: Lowest tax cap (0%-20%); minimal state control over economy.
  • Low government interference: Citizens have maximum economic freedom.
  • Citizen-based: Major decisions require citizen approval rather than elite backing.

Free City-State

Tax: 0% - 15% War Support: 50% citizen consensus Riot Trigger: 60%
  • Single town only: Free City-States can only have one town; cannot expand to multiple towns.
  • Essential services only: Government limited to essential services; reduced control over nation operations and citizen activities.
  • Maximum autonomy: Independent city-state with minimal central authority; citizens maintain maximum self-governance.
  • Highest riot tolerance: Citizens accustomed to self-rule; unrest requires extreme conditions (60% threshold).
  • Citizen consensus: War requires overwhelming citizen backing; cannot enforce mandatory policies.

Specialized Systems

Eco-State

Tax: 10% - 50% War Support: Unable to declare war Riot Trigger: 55%
  • War restriction: Cannot declare war under any circumstances.
  • No land loss penalty: Not punished for losing territory (but still lose territory).
  • Economic specialization: Lower farming upkeep but higher industrial upkeep.
  • Environmental focus: Economic policies prioritize ecological preservation.

Nomad

Tax: 0% - 30% War Support: 40% clan council backing Riot Trigger: 55%
  • Limited claim time: Claims are temporary; limited duration before they are relinquished.
  • Cheap towns: Creating new towns is very inexpensive compared to other governments.
  • Mobility focus: Economy based on rapid movement and temporary settlements rather than permanent territory.
  • Clan council: Leadership decisions driven by clan council backing rather than individual authority.

Syndicate State

Tax: 15% - 45% War Support: 30% syndicate approval Riot Trigger: 25%
  • Syndicate control: Power distributed through organized networks and syndicates.
  • Rigid hierarchy: Clear command structure with minimal democratic input; strict internal discipline.
  • Economic extraction: Higher baseline taxes due to organized resource collection networks.
Legitimacy Impact: Higher leader legitimacy reduces war support thresholds across all government types. Low legitimacy increases support requirements and accelerates riot escalation. Legitimacy is affected by elections held, treaties honored, reforms passed, broken promises, and ignored unrest.

Fictional & Gaming References

Here are examples of governments and factions from games, books, and fiction that match each government type:

Democratic Systems

  • Democratic Republic: The Republic (Star Wars), Ferelden (Dragon Age), The Alliance (Mass Effect), The United Provinces (Elder Scrolls)
  • Federal Republic: The United Provinces (The Elder Scrolls), The Alliance (Starcraft), The Federation (Star Trek)
  • Parliamentary Democracy: Gondor (Lord of the Rings), Camelot (Arthurian Legend), The Council of Ricks (Rick and Morty)

Monarchical Systems

  • Monarchy: Hyrule (The Legend of Zelda), The Kingdom of Asgard (Marvel), Tamriel's Various Kingdoms (The Elder Scrolls)
  • Absolute Monarchy: The Empire (Star Wars), Nilfgaard (The Witcher), Dune's Galactic Empire
  • Constitutional Monarchy: Wakanda (Marvel), The United Kingdom (Our World), Genoa/Venice (Historical)

Authoritarian & Specialized Systems

  • Dictatorship: Big Brother's Oceania (1984), The Capitol (The Hunger Games)
  • Theocracy: The Vatican (Historical), Haven (Outlander), The Citadel (Mass Effect), The Dune Imperium (Dune), The White Gold Tower (Elder Scrolls)
  • Technocracy: GLaDOS's Aperture Science (Portal), The Institute (Fallout 4), Rapture (Bioshock)

Socialist & Communist Systems

  • Socialist State: District 13 (The Hunger Games)
  • Communalist: The Hive (Starcraft), Zerg Collective (Starcraft)
  • Communist: The Soviet Union (Historical), Panem Underground (The Hunger Games)

Libertarian & Minimal Government

  • Anarcho-State: Arrakis Fremen (Dune), The Outer Territories (Borderlands), Mos Eisley (Star Wars)
  • Libertarian: The Outer Rim (Star Wars), Tatooine's settlements (Star Wars), Megaton's Council (Fallout 3)
  • Free City-State: Venice (Historical), Athens (Ancient Greece), New Vegas (Fallout: New Vegas)

Specialized Systems

  • Eco-State: Naboo (Star Wars), The Emeriss (World of Warcraft), Rivendell (Lord of the Rings)
  • Nomad: The Fremen (Dune), Mongol Hordes (Historical), The Travelers (Skyrim)
  • Syndicate State: The Mafia city-states (various games), The Combine (Half-Life 2), The Crimson Hand (Baldur's Gate)
For full details on nation creation and standard rules mechanics, visit the Nation Guide & Rules.