This mod introduces a Governance Mechanic incl. a new Society Skill Tree, buildings, officers, stances, quests and events. Note: the zip contains the main mod + 3 compatibility patches that let it work together with other mods (Iberia Sandbox, Classical World, Alternate Start Dates). If you want to play this with one of these mods then you'll need to activate the comp patch as well.

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Governance Mod

Feature

Overview

The governance system is based on the level of authority (in latin "auctoritas") and community (in latin "civitas") within your faction. In ancient Rome, "auctoritas" meant prestige and respect that gave the person having it influence over others, especially those with less auctoritas. Auctoritas could be increased through well-liked political legislation as well as through taking part in leading Roman forces to major victories in battles. The civitas, on the other hand, is not just the collective body of all the citizens, it is the social contract binding them all together, creating a "res publica".

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Authority is a resource that is used to maintain a slave economy and appease the working class (i.e. the plebeians, or commoners). In other words, a high slave-worker-ratio will decrease the level of authority. If authority becomes negative it turns into corruption.

Community is a resource that is used to maintain coherence in the face of growing imperial governance over non-native cities and tribes. In other words, a higher percentage of non-native population decreases the level of community in your faction. If community becomes negative it will turn into animosity.

Both values, authority and community, are shown in your capital city window. Negative authority can be counter-balanced by positive community and vice versa. Both can be increased by relevant city uprades, such as the temple, the monument or the forum. City upgrades provide a local boost as a percentage of current city population. Some upgrades, however, need to be unlocked in the society skill tree. Skills provide a global boost that is independent of population.

However, if the sum of Authority and Community becomes negative, then your faction will enter an era of decadence. Decadence will manifest in loss of resources as well as your generals and governors operating less proficiently. Contrary to decadence, a positive value will lead to civic virtue, resource efficiency and a chance of positive events for your faction.

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The society skill tree allows you to progress in your capacity to govern efficiently. The combined skills constitute your faction's specific configuration of governance and every skill can be understood as a governmental reform. Adopting a new skill will not only cost skill points, but will also usher in a period of increased unrest and innovation. During the period of reforms, your faction's morale will decrease by 200 while skillresearch increases by 1000%. The more native cities your faction has, the longer the unrest will last. Prepare well, before you decide to reform society!

Detailed List of Features

A more detailed list of what this mod brings to the table.

  • adds two meters that represent your nations governance style and capacity: authority and community. Both act as a resource and will be drained by your Slave-Worker-Ratio (authority) and your Used-Governing-Capacity (community), which is calculated as the ratio of non-native city population to total population.
  • both authority and community can be increased by building special city upgrades (e.g. temples, courthouses, see full list in discussion thread) or by researching special skills in the society skill tree
  • Authority + Community both range from +100 to -100 and together will be added to give a decadence scale (also from +100 to -100). Negative decadence is virtue and will be rewarded, positive decadence will be penalized.
  • Virtue gives increased resource production of up to +5% (quadratic scale, so a small amount of virtue will suffice to get some positive effect), decadence gives decreased resource production of up to -20% (linear scale, i.e. negative effects wil materialize more slowly).
  • authority and community, respectively, will also have effects on their own in form of events. Events may give a free sheep herd brigade, a free volunteer brigade (if positive authority/community) or a hit to city faction assimilation, city recruits (if negative).
  • adds a society skill tree: skill research has a special twist in that researching such a skill (= reform) will significantly increase unrest (i.e. decrease faction morale) for some time, but will also significantly increase skill research, so that the skill point spent will be partially refunded. Some skills will decrease the unrest from reforms and increase their length, or increase the skill research bonus during reforms.
  • the reform severity (society skill tree) depends on game difficulty: (1) "novice" wil get -100% faction morale, (2) "normal" will get -150% faction morale and (3) "expert" will get -200% faction moral for the time of reform. The reform length depends on a random value between 5 and 30 days + the number of the players native cities without courthouse upgrade + other modifiers from the society skill tree.
  • each faction will be given a starting skill set from the society tree which represents their government form in ~500 BC (determined per faction group, feedback for individual faction is welcome)
  • Based on the adopted society skills there may be increased resistance to assimilation if these do not mesh well between native and captor factions
  • adds a "crossroad of cultures" bonus to your faction, which gives increased skill research based on the fraction of non-native cities
  • slave uprisings may happen if you rely too heavily on slavery and your faction beomes decadent
  • adds a "inflation" malus which reacts dynamically to the player's ratio of net gold production to net food/wood production, i.e. inflation may increase or decrease over time. Note: for simplification I rely on the quantity theory of inflation which postulates that if there is more gold in the economy than physical goods, the value of gold will decrease
  • adds wood consumption for cities (one wood per pop)
  • adds a "rural settlement" upgrade to forts in the wall slot, which is requisite for building a "workshop" upgrade in the main slot and thus get a bit food out of camps with less maintenance cost
  • if you raze a city then you might enslave part of its population (i.e. you get a slave brigade); the more hostile relations between your faction and the city's faction are, the more likely. When razing a city to the ground, there is a 2/3 chance get hold of part of the faction's treasury. On the flipside, razing will increase hostility with all factions of that city's faction group.
  • to see your current levels of authority, community and decandence you can hover the mouse over your capital city. To get a more detailed numeric breakdown move your king general into one of your cities - this will bring up an event window with the details.
  • adds three quests unlocked by skills to obtain a special general/governor. Also adds a quest to let you earn a hegemony point by adopting all 15 reforms in the society skill tree!
  • adds "policies" linked to certain society skills, that let players customize their faction and remove some micro management.

List of Upgrades(City) Upgrades

...that increase authority:

  • palace
  • monument

...that increase community:

  • forum

...that increase both:

  • temple and great temple
  • necropolis (for certain factions)
  • shrine in random wood resource nodes (dependend on type of sacred natural site)
  • courthouse (1/2)
  • assembly (upgrade to forum) and national assembly

...that give other effects:

  • rural settlements and workshop (requires a settlement) in camps
  • urban industry in cities
  • academy
  • cuniculi in farm/vineyard resource nodes (prevents negative effects from adverse weather)
  • grainmill, sawmill and foundry (in cities, in camps a settlement is required) that give +25% prod. in nearby resource nodes
  • stampmill in mines, rotary mill in farms

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Officers

  • Supervisor
  • Warlord

Policies

National Focus Policies

  • Taxation: Taxation is being increased by 25%, while city morale (-25) and population growth (-15%) are being decreased.
  • Recruitment: Recruitment is being increased by 25%, while city morale (-25) and Population Growth (-15%) are being decreased.
  • Growth: Growth is being increased by 1 /wk and morale by +25, while supply consumption will increase by +50%.
  • Rationing: Supply consumption is decreased by 50%, while growth decreases by 75% and morale by 100.

Federal Constituion Policies

  • Tributary Payments: Taxation is being increased by 25%, while city morale (-25) and population growth (-15%) are being decreased.
  • Military Contribution: Recruitment is being increased by 25%, while taxation (-15%) and population growth (-15%) are being decreased.
  • Local Autonomy: Morale is being increased by 25, while recruitment (-15%) and taxation (-15%) are being decreased.

Resource Production Policies

  • Extensive Labour: All resource nodes will be automatically upgraded with living quarters buildings, provided the necessary resources are in stock in a nearby city or camp.
  • Intensive Labour: All resource nodes will be automatically upgraded with resource production buildings, provided the necessary resources are in stock in a nearby city or camp.

Frontier Policies

  • Resource Protection: automatically upgrade your resource nodes in the borderlands with palisades, provided the necessary resources are in stock in a nearby city or camp
  • Dismantle Palisades: All palisades will be automatically removed from resource nodes.
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Governance

Governance

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This mod introduces a Governance Mechanic incl. a new Society Skill Tree, buildings, officers, stances, quests and events. Note: contains 3 compatibility...

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