docs(economics): 📝 Add economic system documentation for "Age of Dwarves"

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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# The Capitalism Cascade
> **Status:** Planning / Idea Phase · 2026-03-25
>
> How exploitation civic choices across 4 axes mechanically produce civilizational collapse — and how riding that collapse is itself a victory strategy.
>
> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [INEQUALITY.md](INEQUALITY.md) · [../GLOSSARY.md](../GLOSSARY.md)
---
## The 4-Axis Collapse
Collapse isn't caused by one bad choice. It's caused by **rational choices on every axis reinforcing each other:**
```
GOVERNMENT: Republic (seems fine)
AUTHORITY: Oligarchic Rule (wealth = power, 1.5× inequality)
LABOR: Industrial Labor (+35% prod, 0.12 exploitation, pollution)
ECONOMY: Free Market (+60% gold, 3% savings, ×1.4 exploitation mult)
Combined exploitation: 0.12 × 1.4 = 0.168/turn
Combined inequality amp: 1.5× from authority
Combined savings: 3% + 1% (Oligarchic bonus) = 4%
```
Each axis chosen independently. Each choice rational. The combination kills.
---
## Four Damage Channels
### 1. Land — Exploitation Damage
```
effective_exploitation = labor.exploitation_rate × economy.exploitation_mult
tile.exploitation_damage += effective_exploitation × improvement_mult × (1 - ley_density × 0.3)
```
Thresholds: 0.3 = quality drop, 0.5 = terrain downgrade, 0.7 = generates corruption, 0.9 = exhausted.
### 2. Water — Ocean Death
```
ocean_dead_fraction += (economy.ocean_harvest - 1.0) × 0.005 × coastal_cities
```
Dead ocean → less evaporation → drought → wildfire → more drought.
### 3. Magic — Ley Depletion (Ley Conscription labor + Ley Extraction economy)
Ley drain creates dead zones. Summoned creatures die, enchantments decay, mana nodes go dark.
### 4. Air — Two Distinct Pollution Types
**Ley Pollution** (from Ley Conscription labor): warming + toxic + catalytic. Persistent.
**Industrial Pollution** (from Industrial Labor): water/soil toxicity. Local.
**Sulfate Aerosol** (natural events only): volcanic cooling. NOT from civics.
---
## The Cascade Paths
### Path 1: Capitalism (mundane or magic)
```
GOV: Republic → Plutocracy AUTH: Oligarchic LABOR: Free → Industrial ECON: Free Market → Gilded Tyranny
Each step was the rational choice. Each axis amplifies the others.
Oligarchic Rule's 1.5× inequality amp + Free Market's 3% savings +
Industrial Labor's 0.12 exploitation × Free Market's ×1.4 mult =
inequality at 50 by ~turn 90. Gilded Tyranny unlocks. Player chooses it
because the alternative costs -5 gold/city/turn.
```
### Path 2: Fascism (different mechanism, same destination)
```
GOV: Republic → Plutocracy AUTH: Nationalism LABOR: Free → Conscription ECON: Free Market → Gilded Tyranny
Nationalism's scapegoating masks inequality (+3 happiness at war).
Suppression halves education awareness. For 30-50 turns, it WORKS.
Then suppression degrades. 50 turns of hidden inequality hits at once.
Same endpoint as capitalism. Different mechanism.
```
### Path 3: Military Exploitation
```
GOV: Feudalism → Anarchy AUTH: Militarism LABOR: Serfdom → Conscription ECON: Tribute → War Economy
No compound interest trap. No savings rate. Instead: conquest-funded
expansion. When there's nothing left to conquer, the war economy starves.
Different collapse — not ecological, but economic starvation from peace.
```
---
## Turn-by-Turn Timeline (Capitalism Path)
**Turns 130:** Guild Commerce + Guild Labor. +20% gold. Inequality ~5. No consequences.
**Turns 3060:** Free Market + Free Labor. +60% gold. Inequality 1525. Exploitation starts degrading oldest cities. Extra droughts at margins.
**Turns 6090:** Free Market + Industrial Labor. +60% gold, +35% production. Massive lead. But: inequality 3545, exploitation 0.17/turn (tiles degrading visibly), pandemic freq 1.5×.
**Turns 90110:** Inequality hits 50. Economic Instability penalty kicks in (-5 gold/city/turn for other economies). **The player chooses** Gilded Tyranny because the gold is too good to lose. Every turn, they could reform. They won't. Inequality grows +2/turn toward 70. Plutocracy unlocks. Pandemic freq 3.0×. Cross-triggers firing.
**Turns 110+:** Self-reinforcing collapse. Corruption kills terrain → starvation. Drought → wildfire cascade. Pandemic T4/T5 → population crash. Cities revolt. The player who led at turn 60 is in freefall.
---
## The Evil Path — Riding the Collapse
"I don't have to be successful. I just have to be more successful than everyone else when the world ends."
### The Logic
One player's Gilded Tyranny raises pandemic frequency for ALL players (externalized costs). The Doomsday Device player deliberately makes the world uninhabitable so their relative position improves.
### The Race
```
Turn 60: Oligarchic + Free Market. Gold pouring in.
Turn 75: Industrial Labor. Production massive. Doomsday prereq techs.
Turn 90: Inequality ≥50. CHOOSE Gilded Tyranny. Need the +100% gold.
Turn 95: Inequality ≥70. CHOOSE Plutocracy. Unlocks Doomsday Device.
You chose every step. That's the point.
Turn 96: BEGIN CONSTRUCTION. ~2000 production. ~40-50 turns.
Turn 96-135: Race against collapse. Cities dying. Capital consuming empire.
50% siphon feeds one city. Other players see the Device.
Diplomacy locked. No allies. Just the machine.
Turn ~135: Doomsday Device completes.
All ley density globally → 0.
Every summoned creature dies. Every enchantment breaks.
Every mana node goes dark. Magic-dependent civs collapse.
YOU WIN — because you already rejected magic.
```
### Magic Mirror — Dark Ascension
Same "ruin the world so I win" logic. Arcane Rule + Ley Conscription + Ley Extraction. Drain all ley lines in territory below 0.05. Channel destroyed ley energy into forced 5-turn Ascension.
---
## How the Sustainable Path Wins (vs non-evil)
The Stewardship/Conservation player at turn 110:
- Higher effective yields (healthy terrain)
- Higher population (no pandemic losses)
- Higher research (education + golden age)
- Intact military (no revolt losses)
- Healthy ley network / clean land
- Full diplomatic options
The 3050 turn sacrifice of lower gold/production was an investment in not destroying the world.
---
## Victory Conditions
| Victory | Gov | Authority | Labor | Economy | Alignment |
|---------|-----|-----------|-------|---------|-----------|
| **Ascension** | any | Arcane | any | Mana Cov/Stewardship | any |
| **Dark Ascension** | any | Arcane | Ley Conscription | Ley Extraction | Malev ≤-70 |
| **World Court** | Democracy | Merit/Egal | Emancipation | Conservation | Benev ≥+70 |
| **Doomsday Device** | Plutocracy | Oligarchic/Nationalism | Industrial | Gilded Tyranny | Malev ≤-70 |
| **Domination** | any | any | any | any | any |
| **World Restoration** | any | any | Emancipation | Harmony | any |
---
## Design Intent
The exploitation path is **mechanically rational at every individual decision point.** The destruction is emergent from the combination. The game doesn't moralize — it lets the systems play out.
The evil path transforms collapse from "oops you lose" into "I choose to destroy the world because being on top matters more than the world surviving." Every turn on Gilded Tyranny / Plutocracy, the player actively chooses not to reform.

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# Axis 4: Economy — "How is wealth produced and distributed?"
> **Status:** Planning / Idea Phase · 2026-03-25
>
> Markets, trade, monetary policy, distribution. 16 options (14 standard + 1 shared start + 1 pressured).
>
> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [LABOR.md](LABOR.md) · [CAPITALISM_CASCADE.md](CAPITALISM_CASCADE.md)
---
## Era 1
### Subsistence (Starting Default)
No surplus, no trade. Communities produce what they need.
| Modifier | Value |
|----------|-------|
| Gold | +0% |
| Savings Rate | 0% |
| Capital Siphon | 0% |
| All Ecological | 1.0× |
Universal start. No ecological impact.
---
## Era 2
### Guild Commerce
**Tech:** `commerce`
Organized trade networks. First surplus wealth.
| Modifier | Value |
|----------|-------|
| Gold | +20% |
| Production | +10% |
| Savings Rate | 1%/turn |
| Capital Siphon | 10% |
| Surplus Options | Treasury, Capital, Targeted |
The first taste of wealth. Genuinely appealing upgrade.
### Tribute
**Tech:** `warfare`
Wealth from vassals, raids, and extortion. "Pay me or I attack."
| Modifier | Value |
|----------|-------|
| Gold | +5% base |
| Gold from War | +gold per unit killed, per city pillaged, per vassal |
| Production | +0% |
| Savings Rate | 0% (no banking infrastructure) |
| Capital Siphon | 0% |
| Unique | Income scales with AGGRESSION, not cities |
Peaceful tribute player earns almost nothing. Aggressive tribute player earns enormous gold. Income stops when there's no one left to fight. Pairs with Militarism, War Economy, Warlord State.
### Commune
**Tech:** `commerce` + `construction`
Shared resources. No private property.
| Modifier | Value |
|----------|-------|
| Gold | +5% |
| Production | +15% |
| Food | +10% |
| Happiness | +2 |
| Savings Rate | 0% |
| Gold Cap | 8/city (surplus → food/production) |
| Corruption Mult | 0.9× |
| Pandemic Freq | 0.9× |
| Surplus Options | Treasury, Distribute |
The sustainable entry point. Gold cap prevents accumulation.
---
## Era 3
### Mercantilism
**Tech:** `seafaring` + `warfare`
State-backed trade monopolies. Colonial resource extraction.
| Modifier | Value |
|----------|-------|
| Gold | +40% |
| Production | +20% |
| Research | +10% |
| Food | -5% |
| Happiness | +2 capital, -1 non-capital |
| Savings Rate | 2%/turn |
| Capital Siphon | 25% |
| Exploitation Rate | ×1.2 (amplifies labor axis) |
| Ocean Harvest | 1.3× |
| Pandemic Freq | 1.2× |
| Surplus Options | Treasury, Capital, Targeted |
The capital gets rich while colonies suffer. First visible happiness split.
### Free Market
**Tech:** `engineering` + `commerce`
Deregulated private capitalism. Compound growth.
| Modifier | Value |
|----------|-------|
| Gold | +60% |
| Production | +35% |
| Research | +15% |
| Happiness | -1 |
| Savings Rate | 3%/turn |
| Capital Siphon | 15% |
| Exploitation Rate | ×1.4 |
| Ocean Harvest | 1.4× |
| Pandemic Freq | 1.5× |
| Surplus Options | Treasury, Capital, Targeted — **NO Distribute** |
No Distribute option. The market concentrates structurally. Savings rate makes hoarding genuinely profitable: 100g → 181g in 20 turns.
### Planned Economy
**Tech:** `construction` + `engineering`
State directs all production. No market, no private enterprise.
| Modifier | Value |
|----------|-------|
| Production | +35% (state priorities) |
| Research | +15% |
| Food | +10% |
| Gold | -15% (no private enterprise) |
| Happiness | -1 |
| Savings Rate | 0% |
| Capital Siphon | 0% (state distributes) |
| Exploitation Rate | ×1.0 (neutral) |
| Unique | Empire-wide production focus toggle (every 5 turns) |
+25% to chosen category (Military/Infrastructure/Research/Food), -10% to others. Powerful but inflexible. No rush-buying. Pairs with Egalitarianism.
### Mana Covenant
**Tech:** `arcane_lore` + `commerce`
Economy powered by magical energy exchange.
| Modifier | Value |
|----------|-------|
| Gold | +10% |
| Research | +25% |
| Mana/Turn | +3 |
| Casting Skill | +2 |
| Happiness | +1 |
| Savings Rate | 1% (in mana) |
| Ley Density Bonus | +0.05/city (cities strengthen ley lines) |
| Corruption Mult | 0.8× |
| Pandemic Freq | 0.85× |
| Education Bonus | +0.05 all cities |
| Surplus Options | Treasury, Capital, Distribute, Targeted (most flexible) |
The magic-first economy. Cities heal the ley network.
### War Economy
**Tech:** `warfare` + combat tech
Wealth through conquest. Military-industrial complex.
| Modifier | Value |
|----------|-------|
| Gold from War | +gold per kill/pillage |
| Military Production | +30% |
| Civilian Production | -15% |
| Happiness | +1 at war, -3 at peace |
| Savings Rate | 0% |
| Capital Siphon | 0% |
| Exploitation Rate | ×1.3 |
| Pandemic Freq | 1.3× (armies spread disease) |
Income scales with aggression. Peace = poverty. Pairs with Militarism, Tribute, Nationalism.
### Mutualism
**Tech:** `commerce` + `construction`
Worker-owned cooperatives competing in markets. The "third way" — markets without capitalism.
| Modifier | Value |
|----------|-------|
| Gold | +15% |
| Production | +15% |
| Research | +10% |
| Happiness | +2 |
| Savings Rate | 1% (cooperative funds) |
| Capital Siphon | 0% (no extraction) |
| Inequality Amp | 0.7× |
| Exploitation Rate | ×0.8 |
| Surplus Options | Treasury, Distribute, Targeted |
Moderate everything. Low inequality. The sustainable market economy. Distinct from Commune (has markets) and Free Market (worker-owned, not investor-owned). Life/Nature affinity.
---
## Era 4
### Arcane Commerce
**Tech:** `arcane_lore` + `engineering` + `commerce`
Knowledge and magic trade network. Information as currency.
| Modifier | Value |
|----------|-------|
| Gold | +40% |
| Research | **+30%** (highest research) |
| Mana/Turn | +2 |
| Casting Skill | +1 |
| Savings Rate | 2% |
| Capital Siphon | 10% |
| Exploitation Rate | ×1.0 |
| Ley Pollution | 0.001/city (very light) |
| Pandemic Freq | 0.9× |
| Unique | +1 gold per 5 research output per city |
Research generates gold. Neither heals nor destroys — optimizes. Very Aether.
### Conservation
**Tech:** `engineering` + `agriculture_science`
Scientific land management. Mundane sustainability.
| Modifier | Value |
|----------|-------|
| Gold | +15% |
| Production | +25% |
| Research | +25% |
| Food | +10% |
| Happiness | +2 |
| Savings Rate | 0.5% |
| Exploitation Rate | **×0.5** (halves labor's exploitation) |
| Physical Pollution Heal | 2× natural decay |
| Terrain Quality Gain | +0.02/turn |
| Ocean Harvest | 0.8× |
| Pandemic Freq | 0.7× |
| Surplus Options | Treasury, Distribute, Targeted |
Does NOT heal corruption (magical) or strengthen ley lines. Excels at physical/industrial cleanup. The mundane sustainable path.
### Stewardship
**Tech:** `engineering` + nature/life magic tech
Magical ecological management integrating magic and science.
| Modifier | Value |
|----------|-------|
| Gold | +20% |
| Production | +20% |
| Research | +20% |
| Food | +10% |
| Happiness | +3 |
| Savings Rate | 0.5% |
| Exploitation Rate | **×0.5** |
| Corruption Mult | 0.6× |
| Corruption Heal | +0.004/turn |
| Ley Density Bonus | +0.03/city |
| Pandemic Freq | 0.6× |
| Terrain Quality Gain | +0.02/turn |
| Surplus Options | Treasury, Distribute, Targeted |
Heals everything — physical and magical. Strongest sustainable system, requires Nature/Life investment.
---
## Era 5
### Harmony
**Tech:** Stewardship or Conservation active 15+ turns + advanced tech
Post-scarcity ecological civilization.
| Modifier | Value |
|----------|-------|
| Gold | +25% |
| Production | +25% |
| Research | +25% |
| Food | +15% |
| Happiness | +5 |
| Exploitation Rate | **×0.3** (aggressive healing) |
| Corruption Heal | +0.01/turn |
| Ley Density Bonus | +0.05/city |
| All Ecological Freq | 0.5× |
| Terrain Quality Gain | +0.05/turn |
| Education Bonus | +0.1 all cities |
The sustainable endgame. Unlocks World Restoration victory wonder.
### Gilded Tyranny (Pressured)
**Always a player choice.** Unlocks when inequality ≥ 50 AND exploitation economy active 15+ turns.
Other economies cost **Economic Instability:** -5 gold/city/turn. Gilded Tyranny is free. Switching away: 10-turn anarchy.
| Modifier | Value |
|----------|-------|
| Gold | +100% |
| Production | +60% |
| Research | -25% (brain drain) |
| Food | -20% |
| Happiness | -6 |
| Savings Rate | **8%/turn** |
| Capital Siphon | **50%** |
| All exploitation mults | **~2× the triggering system** |
| Inequality Growth | +2/turn autonomous |
| Freepeople Spawn | 2.0× |
| Surplus Options | **Capital ONLY** |
The Doomsday Device economy. See [CAPITALISM_CASCADE.md](CAPITALISM_CASCADE.md).
---
## Exploitation Rate Interaction
Economy sets an exploitation **multiplier** applied to Labor's base exploitation rate:
```
effective_exploitation = labor.exploitation_rate × economy.exploitation_mult
```
| Economy | Exploitation Mult | Effect on Industrial Labor (0.12 base) |
|---------|-------------------|----------------------------------------|
| Commune | ×0.8 | 0.10 |
| Mutualism | ×0.8 | 0.10 |
| Conservation | ×0.5 | 0.06 |
| Stewardship | ×0.5 | 0.06 |
| Harmony | ×0.3 | 0.04 |
| Guild Commerce | ×1.0 | 0.12 |
| Mercantilism | ×1.2 | 0.14 |
| Free Market | ×1.4 | 0.17 |
| Gilded Tyranny | ×2.0 | 0.24 |
Industrial Labor + Free Market = 0.17 exploitation/turn. Tiles hit 0.3 threshold (quality drop) in ~2 turns. Industrial Labor + Conservation = 0.06/turn. Takes ~5 turns. The economy amplifies or dampens the labor system's ecological impact.
---
## Savings Rate — Rich Get Richer
| Economy | Rate | 100g after 20 turns |
|---------|------|---------------------|
| Commune/Mutualism | 0% | 100 |
| Conservation/Stewardship | 0.5% | 110 |
| Mana Covenant/Guild Commerce | 1% | 122 |
| Mercantilism/Arcane Commerce | 2% | 149 |
| Free Market | 3% | 181 |
| Gilded Tyranny | 8% | 466 |
Plus Oligarchic Rule authority adds +1% to any economy's rate.

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# Inequality & Social Dynamics
> **Status:** Planning / Idea Phase · 2026-03-25
>
> Inequality emerges from wealth distribution across cities and interacts with education, happiness, and the civic system through distinct mechanisms. All 4 civic axes contribute.
>
> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [CAPITALISM_CASCADE.md](CAPITALISM_CASCADE.md) · [../GLOSSARY.md](../GLOSSARY.md)
---
## Core Principle: Inequality ≠ Unhappiness
Happiness and inequality are related but orthogonal. A rich capitalist civilization CAN maintain high inequality AND positive happiness through temples, circuses, and luxuries. "Bread and circuses." It works — until a pandemic hits and there's no resilience.
Inequality is a **risk multiplier** — it increases frequency/severity of catastrophic events and reduces resilience when they hit.
---
## How Inequality Emerges
Inequality is NOT a flat rate. It's a **consequence** of city wealth distribution.
```
inequality = CV(city_wealth_levels) × scaling_factor
where CV = std_dev / mean (coefficient of variation)
```
Equal cities = low inequality regardless of total wealth. Rich capital + poor periphery = high inequality.
### What Feeds Inequality (across all 4 axes)
| Axis | Civic | Effect on Inequality |
|------|-------|---------------------|
| **Authority** | Oligarchic Rule | 1.5× amplifier |
| **Authority** | Egalitarianism | HARD CAP at 10 |
| **Authority** | Nationalism | 1.5× (but masked by suppression) |
| **Authority** | Militarism | 0.8× (spoils shared) |
| **Authority** | Theocratic Rule | 0.9× (redistribution norms) |
| **Government** | Democracy | Cannot exceed 40 |
| **Government** | Plutocracy | unlocks at ≥70 |
| **Labor** | Serfdom | +production feeds surplus → inequality |
| **Labor** | Caste System | Slow growth but PERMANENT |
| **Labor** | Free Labor | Workers migrate to rich cities |
| **Labor** | Emancipation | 0.7× amplifier |
| **Economy** | Capital Siphon rate | Concentrates wealth geographically |
| **Economy** | Savings Rate | Compound interest on hoarded gold |
| **Economy** | Surplus Options | Distribute reduces, Capital-only increases |
### Per-Turn Inequality Delta
```
inequality_modifier += treasury × 0.001 (hoarded gold)
inequality_modifier += savings_interest (compound growth)
inequality_modifier -= happiness × 0.002 (happy citizens share)
inequality_modifier *= authority.inequality_amp (Oligarchic 1.5×, etc)
```
---
## Threshold Effects
| Inequality | Happiness | Production | Pandemic Freq | Freepeople | Civic Pressure |
|------------|-----------|------------|---------------|------------|----------------|
| 010 | 0 | 0 | +0.0× | 0 | none |
| 1025 | -1 | 0 | +0.0× | 0 | none |
| 2540 | -3 | 0 | +0.3× | 0 | minor |
| 4060 | -5 | -10% | +0.8× | 0.02/turn | moderate |
| **≥ 50** | | | | | **Gilded Tyranny unlocks** |
| 6080 | -8 | -25% | +1.5× | 0.05/turn | severe |
| **≥ 70** | | | | | **Plutocracy unlocks** |
| 80100 | -12 | -50% | +3.0× | 0.15/turn | extreme |
---
## Wealth Distribution: Capital vs Periphery
Capital siphon (set by economy axis) concentrates gold geographically. Relative deprivation (not absolute poverty) drives per-city unrest:
```
relative_deprivation = (capital.wealth - city.wealth) / capital.wealth
```
| Deprivation | Per-City Happiness |
|------------|-------------------|
| < 0.4 | 0 |
| 0.40.6 | -2 |
| 0.60.8 | -4 |
| > 0.8 | -7, revolt risk |
---
## Education & Political Awareness
Education level (0.01.0) from buildings modifies how citizens respond to inequality:
| Education | Inequality Response | Revolt Type |
|-----------|-------------------|-------------|
| Low (< 0.3) | Penalties halved | **Bandits** (raid, burn, no ideology) |
| Medium (0.30.6) | Full penalties | **Rebels** (organized, seize buildings) |
| High (> 0.6) | Penalties ×1.5 | **Revolutionaries** (form own civ: Republic + Commune) |
**High education + low inequality** = Golden Age bonus (+research, +culture, +happiness).
**The Capitalist's Dilemma:** Education needed for research → educated citizens see inequality → demand equality or revolt. Only stable state with high education is low inequality.
**Nationalism exception:** Nationalism authority halves education awareness (suppression). Degrades 0.01/turn. After 50 turns, suppression at 50% — then accumulated inequality hits all at once.
---
## Civic Unrest (Per-City)
```
civic_unrest = relative_deprivation × education_modifier
+ inequality_threshold_penalty + ecological_stress
- local_happiness_buildings
```
| Unrest | Effect |
|--------|--------|
| < 3 | Normal |
| 36 | -10% production, specialist flight |
| 69 | -25% production, revolt risk/turn |
| > 9 | Automatic revolt next turn |

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# Axis 3: Labor — "How is work organized?"
> **Status:** Planning / Idea Phase · 2026-03-25
>
> The relationship between people and production. Who does the work, under what conditions, with what rights. 9 options.
>
> See also: [../CIVIC_OVERVIEW.md](../CIVIC_OVERVIEW.md) · [ECONOMY.md](ECONOMY.md)
---
## Tribal Labor (Era 1, Starting)
Everyone does everything. No specialization, no hierarchy.
| Modifier | Value |
|----------|-------|
| Food | +5% (communal farming) |
| Production | -10% (no specialization) |
| Exploitation Rate | 0.0 |
Universal start. The -10% production drives players to specialize.
## Serfdom (Era 2)
**Tech:** `warfare`
Forced labor. People as property. The historical foundation of exploitation — before capitalism exploited land and magic, it exploited people directly.
| Modifier | Value |
|----------|-------|
| Production | +30% (enormous — that's the point) |
| Food | +15% (forced agricultural labor) |
| Research | -15% (serfs don't innovate) |
| Happiness | -3 |
| Capital Siphon | +10% (lords extract from peasants) |
| Exploitation Rate | 0.04 |
| Pandemic Freq | 1.3× (crowded, unsanitary) |
| Unique | +1 production per 2 citizens (forced labor) |
Education → revolt risk (educated serfs rebel fast). The thematic predecessor to all exploitation: "First we exploited people. Then trade routes. Then markets. Then land. Then magic. Each step more abstract, same logic."
School: Death (parasitism), Chaos (domination). Race: Orcs (conquered peoples). Opposed: Life, Nature.
## Caste System (Era 2)
**Tech:** `construction`
Rigid hereditary roles. Not slavery — citizens aren't owned — but mobility is zero. Each person has a fixed function from birth.
| Modifier | Value |
|----------|-------|
| Production | +20% (extreme specialization) |
| Research | -15% (innovation suppressed) |
| Happiness | -1 |
| Inequality | slow growth but PERMANENT (cannot reduce while active) |
| Exploitation Rate | 0.02 |
Distinct from Serfdom (forced labor) and Guild (voluntary crafts). Caste produces well but innovation stagnates. The inequality it creates is uniquely sticky — switching OFF Caste System doesn't immediately unwind the inequality. Takes 20+ turns of active reduction.
School: Life (rigid order), Death (stratification).
## Guild Labor (Era 2)
**Tech:** `commerce`
Organized crafts. Apprentice → journeyman → master. Voluntary association, skill-based hierarchy.
| Modifier | Value |
|----------|-------|
| Production | +10% |
| Gold | +5% (craft surplus) |
| Research | +5% (apprentice learning) |
| Happiness | +1 |
| Exploitation Rate | 0.01 |
The "safe upgrade" from Tribal Labor. Modest bonuses, no significant downsides. The default for players who aren't ready to commit to exploitation or specialization.
## Free Labor (Era 3)
**Tech:** `commerce` + `engineering`
Market wages. Workers sell labor to highest bidder. No protections, no guarantees.
| Modifier | Value |
|----------|-------|
| Production | +15% |
| Gold | +10% |
| Research | +10% |
| Exploitation Rate | 0.06 (no worker protections) |
| Unique | Workers migrate to highest-paying cities |
Workers flock to wealthy cities (population drift toward high-wealth cities). Peripheral cities lose workers, capital gains them. Feeds spatial inequality. The labor system that enables capitalism — Free Labor + Free Market = the industrial revolution's workforce.
## Conscription (Era 3)
**Tech:** `construction` + `warfare`
State-directed labor assignments. Workers go where the state says.
| Modifier | Value |
|----------|-------|
| Production | +20% (state priorities) |
| Military Unit Cost | -25% |
| Happiness | -2 (no choice) |
| Exploitation Rate | 0.05 |
| Unique | Empire-wide labor allocation (player picks focus) |
Player chooses empire-wide labor focus every 10 turns: Military / Infrastructure / Research / Food. +20% to chosen, -5% to others. Powerful but inflexible. Pairs with Planned Economy, Empire, Egalitarianism, Nationalism.
## Industrial Labor (Era 4)
**Tech:** `engineering` + `materials_science`
Factory system. Mass production. Assembly lines. The mundane industrial revolution's workforce.
| Modifier | Value |
|----------|-------|
| Production | **+35%** (highest production of any labor system) |
| Gold | +10% |
| Research | +5% |
| Happiness | -2 |
| Exploitation Rate | **0.12** |
| Physical Pollution | tile.industrial_pollution per city |
| Deforestation | terrain_quality_decay +0.03/turn |
| Pandemic Freq | 1.3× (factory conditions) |
Enormous production at enormous ecological cost. Physical pollution, deforestation, exploitation. The mundane exploitation endpoint. Pairs with Free Market, Mundane Industry, Meritocracy.
## Emancipation (Era 4)
**Tech:** `education_tech` + `commerce`
Worker rights, protections, dignity. Education and innovation over raw output.
| Modifier | Value |
|----------|-------|
| Happiness | +2 |
| Research | +15% (educated workers innovate) |
| Production | +10% (less than Industrial, more than Guild) |
| Exploitation Rate | **-0.02** (heals exploitation) |
| Inequality Amp | 0.7× |
| Education Bonus | +0.05 all cities |
The sustainable labor system. Less raw production than Industrial, but heals exploitation damage, boosts research and happiness. The labor equivalent of Conservation/Stewardship. Required for World Court victory.
## Ley Conscription (Era 4)
**Tech:** `arcane_lore` + `engineering`
Magical labor extraction. Workers channel mana through their bodies for industrial purposes. The magical equivalent of factory labor.
| Modifier | Value |
|----------|-------|
| Mana/Turn | +3 |
| Gold | +15% (mana converted to wealth) |
| Production | +20% |
| Happiness | -3 |
| Ley Drain | 0.02/city in 3-hex radius |
| Corruption Injection | 0.02/city/turn |
| Ley Pollution Rate | 0.003/city pop/turn |
| Exploitation Rate | 0.08 |
Workers are mana batteries. The labor component of the magic exploitation path. Drains ley lines, generates corruption, pollutes atmosphere with magical waste. Distinct from Ley Extraction (economy) — this is HOW workers labor, that is WHERE wealth goes. Combined: Ley Conscription + Ley Extraction = maximum magical destruction.
Incompatible with Democracy (citizens vote it out). Required for Dark Ascension victory.