When creating a kingdom, you must decide on the way it is governed. Different forms of government affect different stats and aspects of the kingdom, and open up potential new abilities for the kingdom to exploit.
Changing Governments: Although not often done, some governments when coming under new rule switch to a new form of governance immediately. Switching governments can only be done once every 1 year (about 12 turns) and doing so increases Unrest by 20 and costs 25 Prestige.
Monarchies are ruled by a family or group of families known as the "royalty", with power bestowed upon one individual known as the "monarch".
Monarchies are the most popular forms of government in the medieval period. Typically monarchies are followed closely by traditions which have been passed down for ages, and the crown's succession by an heir is the most common attribute of monarchies, as a change of ruler only happens if the ruler dies or abdicates the throne.
An NPC or PC is the acting ruler and monarch of this nation, and when this ruler dies an heir will take their place. If the ruler is a PC, them and their descendants receive Mark of Nobility as a free trait, so long as the kingdom remains in power.
Through the usage of vassals, monarchic nations are able to take advantage of more land than normal due to the burden of managing the land being subdivided among themselves and their vassals. At kingdom creation, monarchies increase their Size by 2. In addition to this, NPCs or PCs are selected by the ruler to be their vassals. These vassals control a number of squares out of your total Size depending on how large you are. At least 1/4 of your Size should be controlled by vassals, otherwise you increase your Unrest by 5 per turn. You do not gain Wealth from these squares, but instead receive either taxes or troops from your vassals controlling these squares. If you are paid in taxes you receive 60% of the Wealth generated by that vassal. If you are paid in Troops, your vassal increases your Troop size by x1.5.
So long as you have vassals controlling at least 1/4 of your total Size, you do not suffer any penalties from your Size.
The monarch has absolute, uncontested rule over the lands which they claim as their own, and their position is inherited by their family (or other appointed regents). These monarchies are the most common in medieval Europe, and influence the politics and trade of the region as most wish to marry into families in which their descendants will carry on land and titles.
Your royalty and nobility is determined by blood and thus for the Royalty trait of Monarchism you must be within the family of the ruler somehow unless the ruler appoints a regent or abdicates in favor of another trustworthy figure. Crime is decreased by 10, and Stability receives a +1.
Governments ruled in some form by the citizens or elected officials which are chosen by the citizens. These are usually ruled over by a president, or prime minister.
Voting allows individuals to have a say in how the government - be it local or country-wide - acts. Some kingdoms adopt republicanism due to instability or rebellions from discontent citizens with the current order. Rulers only stay in office for a set number of years before being replaced by a new ruler by the election season. This applies to all other forms of government as well, giving the citizens the chance to vote on who they want.
Citizens will vote on the kinds of laws and some of the actions their government will take, and when their voice is not being heard citizens will begin to become restless and lose faith in the voting system. Aligning with the wishes of the voters not only ensures you remain in their favor, but also grants you Prestige.
Declare War: Citizens will vote in favor of declaring war if you have a valid Casus Belli, they aren't an ally, and declaring war wouldn't put your kingdom's wealth or welfare in significant danger.
Increase Taxes: Citizens will vote in favor of increasing taxation if the kingdom's wealth is low (20 or less), and if doing so wouldn't bring Unrest to 50 or more.
Decrease Taxes: Citizens will almost unanimously vote in favor of decreasing taxation.
Raiding: Citizens will almost unanimously vote against raiding, however if a nation isn't an ally and is openly hostile to your kingdom they have a 50/50 chance of voting in favor of raiding them or not.
Changing Government: Citizens will almost unanimously vote against changing the type of government unless it is changed to another form of Republicanism. If the kingdom's Unrest is above 50 and Crime is above 50, citizens will vote in favor of changing government types.
Republican rulers (either an NPC or PC) rule for one term (between 1-4 years, determined when creating the Republican government) assuming they do not die while in office, and after their tenure is up an election is held to determine who the voters want as president.
Roll 2d4 to determine how many new candidates are available to vote in addition to re-electing the standing president if able. Each candidates rolls a skill check using one of the following: Acting, Persuasion, or Trickery. This is rolled against a base DC of 15, and if nobody surpasses the DC then the top (1d4+1) candidates go on to the next round of the election. In the second round of the election the remaining candidates must make a DC 40 check now, and if all candidates fail they must make the check again, lowering the DC by 5. This is done until a single highest roller is determined, and the DC cannot be lowered beyond DC 25.
Candidates running for reelection increase the DC for themselves by 5 for every additional term they've served in the past (minimum of 1, representing their first term).
Tribal governments are ruled over by a chief who has absolute control, though the chief's rule can be contested, and the chief position isn't typically held by a specific family or form of government. Tribalism is considered the least "advanced" form of government as it isn't truly an anarchic government but is instead a proto-form of many other governments.
Tribal governments are capable of changing governments from tribalism into a new government within 4 months rather than 1 year. Doing so does not start a Civil War.
Tribal governments cannot be larger than a Size of 5, and start at a Size of 1 instead. In addition to this they don't have any form of taxation and cannot benefit from taxation.
Tribal governments are able to raid any non-allied nations, and when pillaging tribal governments increase their Piety by 1 and Prestige by 5.
Due to having no true standing army, going to war and raising troops often means calling upon anyone able-bodied (typically able-bodied men or able-bodied women not currently raising children). Tribal governments increase their amount of total Troops by 5.
A government ruled over by the head of state who is also the head of a religious group such as a Pope in Christianity or Caliph in Islam. Theocratic nations function similar to a monarchy in that the position of head of state transfers to another individual once the ruler dies or abdicates, however unlike a monarchy these aren't linked to family dynasties and instead tend to be linked to individuals within the faith voting on the next head of the religion.
Theocratic governments receive 1 Piety every four months and when spending Piety they reduce the cost by 1 (minimum of 0). Lastly theocracies are able to convert 15 Prestige into 1 Piety.
A centralized, authoritarian state rules over the citizens and holds absolute power. This is either done through a dictatorship or a single party system.
Totalitarianism represents one of the most oppressive forms of government, and the one which strips the most freedoms from its citizens while dehumanizing individuals for the sake of the nation. These kingdoms tend to be strong and a force to be reckoned with, but also antagonistic and not seen too kindly by their neighbors.
Totalitarian governments are among the strongest in terms of stability, increase maximum Unrest and Crime by 20.
Totalitarian governments possess a valid Casus Belli to invade neighboring countries, and in addition to this they can create a valid Casus Belli to invade other countries by spending 20 Prestige.
Totalitarian governments do not receive Piety, and convert all Piety into Prestige (15 Prestige per point of Piety).
Fascist nations are ultra-traditionalist, anti-liberal, and often blend both the religious following of the state with rhetoric opposing one or multiple species or ethnic groups while promoting their own. Although fascism comes in many forms, all of which are marked as being nationalistic and seeing liberalism as a threat to its existence as well as it leading to the degradation of society into degeneracy and depravity.
Choose an 'opponent' to serve as the Fascist Nation's 'Eternal Enemy', this must be a group of people, organization, religion, political organization, or a nation. If this enemy would be destroyed or subjugated, a new one must be chosen. If no enemies exist anymore to fight, the Fascist Nation defaults to the enemy of 'Dissenters and Rebels', managing its own domain. While having an enemy outside of their borders, they receive a +1 bonus to Military. While having the enemy of 'Dissenters and Rebels', they receive a +1 bonus to Stability.
Fascist Nations receive a +1 bonus to Military. This bonus stacks with the bonus from Eternal Enemy.
A society built on the tenants of socialism but relying less on the will of the people and the desire for change, and instead relying on the actions of a single individual to pave the way for the nation. Totalitarian Communism may have some feigned aspects of democracy, but often these farces are only as a show for those not already within their system.
Utopia is always just around the corner, and the citizens must believe as such to keep them working to fuel the machine until the eventual utopia is reached. So long as a Communist nation's Unrest is below half, actions it takes which would inflict Unrest are reduced by half. However if their Unrest is more than half, anything which would add to Unrest or Crime are instead doubled.
Communist Nations receive a +1 bonus to Intrigue.
A system where there is no form of government, instead citizens are completely free and common laws bind like-minded individuals together. This is typically ruled by the agreement of the Non-Aggression Principle or other forms of binding laws agreed upon by citizens.
The lack of a centralized government does not prevent governance from occurring, however it severely limits corruption due to how much the people's opinions matter to those governing as they have little to no political power to oppress individuals. Courts, police forces, positions of law such as lawyers, and rescue workers (like firemen) all are still valid positions, and are instead funded voluntarily rather than through forced partition. In the right hands, an anarchist nation is powerful. In the wrong hands, instability and civil war are inevitabilities instead of worst case scenarios.
Anarchist nations require the usage of a voluntary system in order to acquire funds to finance the nation; other forms of taxation however go against anarchism at its very core and thus do not exist well together. Anarchist kingdoms must choose Voluntary Taxation as their taxation model, if they do not they increase their Unrest by 15 per turn which the 'unjust taxation model' exists.
Anarchist nations which attempt to change their government type to any non-Anarchist form of government immediately starts a Civil War.
While remaining an anarchist nation however, anything adding Unrest is halved unless it is self-inflicted (such as by changing the taxation model to an 'unjust taxation model').
Anarcho-Capitalism advocates for abolishing the state in favor of relying on the free market to run its natural course. This also involves the privatization of public services or rendering the government and state to the role of a business instead of as a ruler. Anarcho-Capitalist nations are often incredibly rich yet dangerous places to live with cities and urban areas being safe and the rural regions being nigh-lawless lands akin to the Wild West.
Other nations regard Anarcho-Capitalist nations as excellent trading partners, but are always cautious and believe they may become unstable at any moment. Anarcho-Capitalist nations regard Anarcho-Communists as misguided at best or "just another form of government" at worst.
Anarcho-Capitalist nations can convert Prestige into Wealth at a 1:1 ratio. In addition they receive a +1 bonus to Economy.
Anarcho-Communism advocates for abolishing the state in favor for common ownership of goods, as well as making a stateless, classless society. Anarcho-Communist nations are often small, tight-nit communities and communes or collections of communities and communes working in tandem to maintain their lifestyle.
Other nations regard Anarcho-Communist nations with mild interest or ambivalence as they rarely pose a threat. Anarcho-Communist nations see Anarcho-Capitalist nations as frenemies at best or as their nemesis at worst.
Anarcho-Communist nations decrease Crime and Unrest by 5, and receive a +1 bonus to Stability.
Chaos represents a state not only with no government, but no governance of any sort. Individuals are not held to tradition or common law, and instead follow their own moral compass and rules (if they even have any). Chaos is the natural order and thus systems without any form of government, not even an anarchic government, are thus Chaos. Chaos also applies to states whose governments have collapsed, and is often what individuals mean when they refer to "anarchy" instead of any anarchic government.
Nations in a state of chaos reduce their Stability by 5, and increase their Crime by 50. In addition to this they do not gain any benefits from taxes and cannot declare war on anyone.