danielshannon
Warlord
LEGAL SYSTEM SOCIAL POLICIES
Bureaucracy
+25% production in the capital
* Division of Labor: +25% growth in the capital
* rigid procedures: +5 production for every specialist
* hierarchy: +1 culture for every specialist
* fixed rules: +10% unhappiness from number of cities, +10% science in every city
* impersonal relationships: +10% unhappiness from population, +5 gold per citizen
* Dictatorship of the Magistrates: +25% production in each city
(incompatible with feudal)
era: classical
Feudal
+10% growth in every city
* act of homage: +1 culture per specialist
* oath of fealty: +1 happiness for every city connected to the empire
* vassalage: +15% experience for all new units
* Fiefdoms: +5 gold per each worked farm or pasture
* noble privileges: +20% unhappiness from population, +5 happiness per opera house
* warrior aristocracy: units gain experience at twice the normal rate
(incompatible with Bureaucracy, politicized, and constitutional)
era: medieval
Constitutional
+1 happiness for each city connected to the capital
* Freedom of Speech: +10% science in all cities
* Freedom of Religion: +25% culture in all cities
* Freedom of the Press: +5 happiness for each printing press
* Freedom of Assembly: -10% unhappiness from population
* Accountability:+5 production per specialist
* Universal Suffrage: +5 production per citizen
(incompatible with technocracy, Theocracy, fascism, and communism)
era: renaissance
Nationalistic (in this system the core ethnic group is favored over immigrants and internal minorities)
-20% unhappiness for population
* universal Conscription: +2 happiness from barracks and kreposts
* Nativist immigration policies: -10% growth in all cities, +1 happiness for each city connected to the capitol
* Ethnic Privilege: +5 production from each specialist
* ethnocentrism: +50% combat power for units fighting in your national territory
* Ethnic Hierarchies: +2 happiness from each police station and prison
* people's community: +10% culture in all cities
(incompatible with Multiculturalism)
era: industrial
Politicized (in this system politics have trumped truth and justice)
-10% happiness for population, culture cost of new policies -15%
* Secret Police: +1 happiness for police station and prison
* Show trials: +1 happiness per each city connected to the capitol
* Politicized Army: +1 happiness per garrisoned unit
* speech regulations: -10% science, -10% unhappiness for number of cities
* Surveillance Society:each new unit gets +2 visibility
* Politicized Art: no happiness from theaters or television, +50% culture in every city
(incompatible with republic, democracy, virtual democracy, corporate republic, and Constitutional)
era: industrial
Multiculturalism
+20% unhappiness per population, +20% growth
* cultural communication: gain a free great artist
* diversity as a strength: +10% science in every city
* principles of justice: +1 happiness per each city connected with the capital
* positive discrimination: +10% culture in every city
* equal opportunity: +5 gold for each citizen
* cosmopolitan elite: +1 science and +1 culture for each specialist
(incompatible with nationalistic, theocracy, and fascism)
era: modern
Bureaucracy
+25% production in the capital
* Division of Labor: +25% growth in the capital
* rigid procedures: +5 production for every specialist
* hierarchy: +1 culture for every specialist
* fixed rules: +10% unhappiness from number of cities, +10% science in every city
* impersonal relationships: +10% unhappiness from population, +5 gold per citizen
* Dictatorship of the Magistrates: +25% production in each city
(incompatible with feudal)
era: classical
Feudal
+10% growth in every city
* act of homage: +1 culture per specialist
* oath of fealty: +1 happiness for every city connected to the empire
* vassalage: +15% experience for all new units
* Fiefdoms: +5 gold per each worked farm or pasture
* noble privileges: +20% unhappiness from population, +5 happiness per opera house
* warrior aristocracy: units gain experience at twice the normal rate
(incompatible with Bureaucracy, politicized, and constitutional)
era: medieval
Constitutional
+1 happiness for each city connected to the capital
* Freedom of Speech: +10% science in all cities
* Freedom of Religion: +25% culture in all cities
* Freedom of the Press: +5 happiness for each printing press
* Freedom of Assembly: -10% unhappiness from population
* Accountability:+5 production per specialist
* Universal Suffrage: +5 production per citizen
(incompatible with technocracy, Theocracy, fascism, and communism)
era: renaissance
Nationalistic (in this system the core ethnic group is favored over immigrants and internal minorities)
-20% unhappiness for population
* universal Conscription: +2 happiness from barracks and kreposts
* Nativist immigration policies: -10% growth in all cities, +1 happiness for each city connected to the capitol
* Ethnic Privilege: +5 production from each specialist
* ethnocentrism: +50% combat power for units fighting in your national territory
* Ethnic Hierarchies: +2 happiness from each police station and prison
* people's community: +10% culture in all cities
(incompatible with Multiculturalism)
era: industrial
Politicized (in this system politics have trumped truth and justice)
-10% happiness for population, culture cost of new policies -15%
* Secret Police: +1 happiness for police station and prison
* Show trials: +1 happiness per each city connected to the capitol
* Politicized Army: +1 happiness per garrisoned unit
* speech regulations: -10% science, -10% unhappiness for number of cities
* Surveillance Society:each new unit gets +2 visibility
* Politicized Art: no happiness from theaters or television, +50% culture in every city
(incompatible with republic, democracy, virtual democracy, corporate republic, and Constitutional)
era: industrial
Multiculturalism
+20% unhappiness per population, +20% growth
* cultural communication: gain a free great artist
* diversity as a strength: +10% science in every city
* principles of justice: +1 happiness per each city connected with the capital
* positive discrimination: +10% culture in every city
* equal opportunity: +5 gold for each citizen
* cosmopolitan elite: +1 science and +1 culture for each specialist
(incompatible with nationalistic, theocracy, and fascism)
era: modern