Government

Each Nation in That Which Sleeps has a government. The form of the government determines several different things, but primarily it influences how much control the ruler of a nation has on its decision-making.

Government Basics
Government type affects four different areas:
 * Military potential and capabilities, in the form of recruitable units and modifiers.
 * The heroes and champions it can raise, and how it manages challenges.
 * Diplomacy and leadership.
 * Potential for corruption.

Government Types
The first devlog lists civilized nations in The North Burns as 2 Monarchy, 2 Republics, 1 Oligarchy, 2 Feudal, 1 Despotism, 1 Oligarchy, 1 Theocracy, and 1 Enclave, fringe nations as 4 Tribal, 1 Federation, 1 Elven Council, and 1 Nomad, and Nations in Shadow as 3 Hordes, 2 Clans, and 1 Conclave.

Some of these are bigger than others.

Feudal Monarchy
Special - Feudal Monarchies are separated into Baronies, which have individual rulers. This allows for greater diversity of focus as each Baron runs its own AI, but also can create devastating civil wars and revolts as entire Baronies may revolt together. In addition, serfs can be encouraged to revolt, especially if they greatly outnumber the aristocracy in a POI.

Military - Feudal Monarchies maintain small regular forces, but due to their heavily structured social life they can raise massive levies on short notice. However, this does depend on the Barons being willing to raise these forces.

Heroes and Challenges - Feudal Monarchies are inclined towards honour and duty, and tend to create military and leadership-minded heroes, and are also prone to sponsoring heroic guilds for advanced classes.

Diplomacy and Leadership - Feudal Monarchies have very strong relationships with similar culture groups, but suffer a stronger penalty towards others.

Potential for Corruption - Feudal Monarchies have inherent checks and balances that regular Monarchies do not: a corrupted king may be overthrown by the Barons, and a corrupted Baron, while powerful, can be ousted by his King.

Republic
Special - Republics are generally more popular with their subjects, gaining sufficient enthusiasm to raise emergency conscripts if the state is threatened. However, unpopular actions will result in great dissatisfaction and public disorder is common.

Military - Republics raise volunteer forces and only rarely force conscripts to work, leaving Republics with competent forces but often with inferior commanders, as a Republic is loathe to entrust an individual with too much power.

Heroes and Challenges - Republics attract open-minded and diverse sets of people, with an even blend of basic classes. Advanced classes will often tend to be leaders.

Diplomacy and Leadership - Republics have a Leadership Council instead of an individual leader, with generally more average results than a specific leader. Diplomatically they tend to favour peaceful negotiations.

Potential for Corruption - Republics lack strong leaders, but allow for mass participation. Thus is it easy to gain low levels of influence but extremely difficult to gain full control over a Republic without arranging for a coup (which is certainly a good option.)

Tribal Federation
Special - Tribal Federations are available to Fringe civilizations, and represent a relatively organized state that still lacks "proper" trappings of civilization. Tribal Federations do not stockpile goods, but use excess to perform immediate actions.

Military - Tribal Federations maintain small units, but the population is available for immediate recruitment when in danger. Their unis lack the cohesion and diversity of civilized armies, but have high morale and gain bonuses for terrain defense and also translate terrain defense into an attack bonus.

Heroes and Challenges - Tribal Federations react slowly to challenges, lacking the type of structure to alert the nation as a whole to dangers. However, POIs may spontaneously defend themselves when threatened.

Diplomacy and Leadership - Like all Fringe nations, Tribal Federations have trouble dealing with civilized nations. They can be lead by a council or by an individual, and generally tend towards isolationist positions.

Potential for Corruption - As Tribal Federations react slowly to challenges and generally have lower order it can be very easy to corrupt them. However, allegiance in the tribe can shift and a corrupted ruler can find himself undone with continued support, though corrupted councils are more stable.

Government Traits
Agrarian

Aggressive

Apathetic

Enlightened

Honorable - Honorable nations are less likely to break treaties or launch surprise attacks though they will maintain grudges for longer.

Indomitable - The people of this nation are unlikely to submit to eithe foreign occupation or the forces of the dark.

Opportunistic

Protectionist

Proud

Militaristic - Militaristic nations are likely to solve their problems with their military.

Savage

Superstitious

Tradition - Nations that value Tradition resist cultural change and suffer stronger penalties from cultures that vastly differ from their own.