Politics & the Council
High-level design for the town's political layer: the **council** of offices, the powers each seat pulls, how seats are won and lost, and how it all ties back to the family.
Design — Politics & the Council
High-level design for the town’s political layer: the council of offices, the powers each seat pulls, how seats are won and lost, and how it all ties back to the family. Answers to
../GAME_DESIGN.md§5 (power), and builds ondynasty.md(offices are seats held by living members) andcharacters.md(charisma/traits set a seat’s strength). Design doc — the model and its rules, not an implementation plan.
Heavily modelled on The Guild 2’s town politics, trimmed to a single fixed settlement tier (the City) — no settlement-growth ladder. The slate below is The Guild 2’s City office roster, pruned and renamed for our game.
1. What the council is
The town is governed by a council — a small set of offices, each a seat held by one living family member. Holding a seat grants real mechanical power over the whole town, not prestige points: you set the tax everyone pays, command the guards, run the courts, banish people. The council is a weapon, the central prize of the political game (GDD §5).
It is a closed oligarchy. The general populace does not vote — only office-holders elect office-holders (§3). Power therefore cascades from the top: capture the apex and you hand-pick the seats below it. Breaking in from the outside is hard by design, and that difficulty is the political game.
Per GDD §1/§6 there is no political victory — no “you win” for taking the council. The Mayoralty is the summit of one of the three sandbox dominance fronts (economic / political / force), and a potent advantage, but it ends nothing. The only terminal state in the game is the hard loss (dynasty extinction, GDD §6).
2. The offices
A five-seat council, in a strict rank pyramid. Each office carries an application fee (gold paid to run for it — a sink), a salary (paid each period from the town treasury while seated), a set of powers, and an electorate (who votes to fill it). Powers split into active (abilities you trigger, often on a cooldown) and passive (modifiers just for holding the seat).
| Tier | Office | Fee | Salary | Elected by |
|---|---|---|---|---|
| 1 | Mayor | 2500 | 1000 | all 4 other offices |
| 2 | Chamberlain | 1000 | 750 | Mayor |
| 2 | Magistrate | 1000 | 750 | Mayor |
| 3 | Procurator | 500 | 500 | Mayor, Chamberlain, Magistrate |
| 4 | Sheriff | 250 | 250 | Mayor, Procurator |
(Fees/salaries are The Guild 2’s City values, kept as a starting point — subject to balancing, §6.)
A clean shape falls out of the slate:
-
Mayor — the impunity & patronage apex. Notably holds no economic lever; its power is being untouchable, appointing the seats below, and corruption.
-
Chamberlain — economic warfare: the town’s money dials.
- Magistrate + Procurator + Sheriff — the crime engine: catch → accuse → judge → punish.
Mayor — impunity & patronage (the apex)
The seat everyone climbs toward. Its value is structural — elected by everyone below, it appoints the Chamberlain and Magistrate outright, so capturing it cascades control downward. “A good seat to steal money and mess with characters.”
- Immunity (passive) — cannot be prosecuted in the courts while in office.
-
Embezzle public money (active) — siphon the town treasury into your dynasty, with a getting-caught/corruption risk.
-
Banish Someone (active) — exile a rival character from the town for the duration of this Mayor’s tenure; the banished return when the Mayor changes (election / death / resignation). Extra-judicial — no trial. Ties the exile to the seat, so it gives rivals a reason to unseat the Mayor (
crime.md§4). -
Order Arrest (active, shared with the Sheriff) — send the guards to seize a target character.
Chamberlain — the money office (tier 2)
The economic-warfare seat. (Named Chamberlain, not Treasurer, to avoid
colliding with the dynasty Treasurer office in dynasty.md §3 —
“Treasurer = your house, Chamberlain = the town”.)
-
Set Sales Tax (active / policy) — the town-wide tax rate. This is the lever over the existing daily profit tax (
TAX_RATE, §5). -
Set Tariffs / Market Fees (active / policy) — the town’s standing trade duty: a set-and-hold per-good surcharge the seated Chamberlain controls to squeeze rivals’ margins and favour your own goods. Distinct from the Crown tariff — a temporary, externally-imposed duty the Crown applies via a Kingdom Event (
crown.md§2): the town’s dial is seat-set and persistent, the Crown’s is event-set and timed. They write the same per-good surcharge hook from two sources (cf. demand pools taking both internal and Crown pushes). -
Targeted Levy / Audit (active) — hit one rival dynasty with a special tax or audit (cooldown). The money office’s equivalent of an arrest.
Magistrate — the judge (tier 2)
The judicial seat, the middle of the legal loop.
-
Trial Duties (active) — preside over trials: convict or acquit. Decides the outcomes the Procurator and Sheriff feed in.
-
Set Law Severity (active / policy) — town-wide dial for how harsh punishments are; shades every conviction.
-
Immunity (passive) — shielded from prosecution while seated (you can’t easily take down the one who runs the court).
-
Venerability (passive) — a standing buff while seated (holding the judge’s seat makes you more important in the town’s eyes). A standing modifier, per
relationships.md§3 — not a relationship buff, not its own system.
Procurator — accuser & spymaster (tier 3)
The medieval term for a public prosecutor. The “accuse” half of the crime loop, plus intelligence.
-
Inquisition Trial (active) — press charges / open a case against a rival → the Magistrate then rules on it. Real crimes, or trumped-up charges at a risk.
-
Command Informants (active) — run a spy/informant network: surveillance, uncovering rivals’ crimes. (Exact informant tasks deferred to crime, §6.)
Sheriff — law muscle (tier 4)
The cheapest entry seat, yet wields the town guards — a lot of muscle for a low office. The catch → hold → question end of the crime loop.
- Order Arrest (active, shared with the Mayor) — seize a target character.
-
Command City Guards (active) — direct the town watch (patrols, defence, raids). Sets guard tasks; which tasks is deferred to crime (§6). Distinct from the dynasty Marshal (
dynasty.md§3), which buffs your own private guards — the Sheriff points the town’s. -
Interrogate (active) — extract a confession / information from a prisoner (rolled in from The Guild 2’s Jailer).
The crime engine
Three seats chain into the central rival-fighting tool. The machinery they pull —
how a charge is filed, how the Magistrate’s verdict and its corruption-backfire work,
what the guards’ and informants’ tasks are, and the punishments — is designed in
crime.md (the courts loop, §3b/§4); the seats and their powers below
are the politics side of it:
Sheriff Procurator Magistrate Sheriff
(catch / ──► (accuse: ──► (judge: ──► (enforce /
interrogate) Inquisition convict / the guards)
Trial) acquit)
A dynasty that captures all three can weaponise the law against rivals — arrest, charge, convict, punish — the nastiest play in the game. The Mayor’s and Magistrate’s immunity is the counter: the people who run the courts can’t be dragged into them.
Extensibility — the slate is open-ended
This is the starting set of offices, not a closed list. As other systems are
designed — crime, guilds, relationships, economy — each may add new
council offices and levers into this same pyramid. (The Guild 2 had a Seneschal,
Inquisitor-style social/dungeon seats we dropped for now; the social/diplomatic
seat stays parked — relationships.md §6 keeps it with the
future diplomacy layer, since a social seat needs levers that layer would supply.)
Design new systems
with “could this want a council seat?” in mind.
3. Elections
The electorate — council-only, cascading
Only office-holders vote. For each seat, the electorate is the set of seats listed in §2’s table:
- The Mayor is elected by all four other office-holders.
- Every lower seat is elected by the holders above it.
So the sitting council perpetuates itself, and control flows from the top down — hold the Mayoralty and you choose the Chamberlain and Magistrate, who in turn help choose the Procurator, and so on.
Breaking in — the entry path
If sitting office-holders elect everyone, how does a dynasty holding zero seats ever get in? Anyone may run for an open seat by paying its application fee; the sitting electors then vote among the candidates. The way in is the bottom rung: run for the Sheriff (elected by just the Mayor + Procurator — only two people to win over). The loop is:
money → candidacy + bribes → a low seat → votes in lower elections → climb.
A wealthy outsider can effectively buy their way onto the lowest rung by bribing its two electors, then start climbing.
How a vote resolves
An elector’s vote is swayed by, for each candidate:
- Charisma — the candidate member’s attribute (
characters.md). - Wealth / campaign spend — gold poured into the campaign.
-
Bribes — direct payment to a specific elector; chance-based, can backfire (refusal + reputation hit).
-
Relationship + standing — the elector’s relationship toward the candidate’s dynasty (warmed by kinship from marriage, soured by past slights) plus the candidate house’s standing. Both are the derived numbers of
relationships.md(§5 vote weighting) — no longer a flat stub.
Cadence — terms + by-elections
-
Terms — every seat is re-contested on a periodic timer, so no seat is held forever uncontested and the oligarchy can’t fully freeze.
-
By-elections — a seat that empties mid-term (death, conviction, or being vacated by climbing) is contested immediately, not left open until the next term.
Because family members age and die (dynasty.md §4), mid-term
vacancies arise naturally.
Climbing vacates
A member holds one council seat at a time (§5). Winning a higher seat means vacating the old one — which itself triggers a by-election. So a single successful climb can cascade into several downstream contests: churn the rest of the council competes over.
4. Losing a seat — forced removal
A seat opens on term expiry, the holder’s death, voluntary resignation, or forced removal:
-
Conviction strips the office. A seat-holder without immunity (Chamberlain, Procurator, Sheriff) who is convicted/jailed via the crime loop loses their seat → by-election. The courts are thus a real political weapon: control the Magistrate/Procurator and you can legally unseat rivals.
-
Immunity blocks it. The Mayor and Magistrate cannot be prosecuted, so the courts cannot touch them. This is a deliberate gap: nothing inside the council’s own machinery can remove an immune seat-holder.
The guild check (parked for guilds.md)
That immunity gap is the intended niche for the Guilds pillar (GDD §5). A
guild-driven recall — a guild master pushing a council seat back to election,
but only by rallying other guild masters to vote it through — becomes the check
on the immune Mayor/Magistrate that the courts cannot reach. Two power structures
checking each other, with immunity as the reason the guilds matter politically. This
is the core Guild-vs-Council powerplay; its mechanics are deferred to
guilds.md (not yet written).
5. Seats as positions — the vessel & succession tie-in
A council seat is a position held by one living family member — the same vessel
pattern as the dynasty offices and building managers, now unified as the third
class of position in positions.md §5 (the authoritative model;
council seats differ only in being won from the town, not appointed by the dynasty).
Consequences:
-
The holder’s traits set the office’s strength. A charismatic Mayor sways electors and wins votes more easily; a sharp Magistrate judges more effectively. Seating who matters, not just that the seat is filled.
-
One member = one council seat. A character can’t be Mayor and Magistrate; each seat needs its own body. Climbing to a new seat vacates the old (§3).
-
A dynasty holds many seats via different members. This is the “capture the council” fantasy — hold the Mayor with one member, install relatives as Chamberlain and Magistrate. It makes family size the bottleneck on political power: you cannot dominate the council without the bodies to fill it (reinforcing
dynasty.md: family is the hard limit). -
Council seats are exempt from the overload rule. Overload is a dynasty-internal pressure, pooling only across cabinet offices + building managers (
positions.md§1); council seats — an external, contested class — do not count toward it. A member who is both dynasty Elder and city Mayor carries only the Elder seat’s overload. Winning the council is a reward, not a self-inflicted penalty. -
Candidacy = field a member + pay the fee. To run, a dynasty nominates one of its family members for an open seat and pays the application fee; the electors then vote.
-
Death or conviction → by-election (§3, §4), including the Mayor — the council elects a replacement from the candidates.
6. The money loop — fees, salaries & the town treasury
The council’s gold flows through a real town treasury (a city-held balance):
taxes (Chamberlain's rate, the daily profit levy) ┐
application fees (candidates paying to run) ├─► TOWN TREASURY ─┐
targeted levies / audits (Chamberlain) ┘ │
│
┌──────────────────────────────────────────────────────────────────┘
▼
office salaries (paid each period) · city-owned workshop funding
the Mayor's embezzle pool ·
This closes a satisfying loop: dynasties pay tax → treasury → council salaries + the Mayor’s skim. It makes the Chamberlain’s tax dial self-interested (a fat treasury funds fatter salaries and a juicier embezzle) and gives the Mayor’s Embezzle something concrete to drain.
The treasury is a real mechanic, but its balance is an open tuning question (§7). If a genuinely closed loop proves too hard to keep solvent — treasury runs dry, salaries can’t be paid — we reserve the right to subsidize it (inject gold to keep it afloat). Real first; cheat only if balancing forces it.
7. ⚠ Tensions with current code
-
No council, no offices.
CityMemberComponent.rolehas aMayorenum value (andGuard), but there is no system behind any office — no Chamberlain / Magistrate / Procurator / Sheriff roles, no powers, no election system, no terms. The entire council is greenfield. -
Tax is a hardcoded constant.
CitySystem::TAX_RATE = 0.10fis fixed; the design needs it to become the Chamberlain-controlled dial. -
No town treasury balance. The daily tax (
LedgerComponent/CitySystem) deducts gold from dynasties but does not accumulate it into a city treasury — it effectively vanishes as a sink. Salaries, embezzlement, and the §6 money loop require a real city gold balance (aCityComponentinventory/gold field) that does not exist yet. -
No courts / crime system. The Magistrate, Procurator, and Sheriff’s powers (trials, charges, arrests, interrogation, conviction-strips-office) all depend on a crime/justice loop that is deferred (GDD §5, future
crime.md). -
No relationship system (now designed).* Venerability, bribery odds, and the relationship input to votes are now specified in
relationships.md(two derived numbers); still greenfield in code, but no longer a design stub. -
Offices as vessels. Council seats being positions seated in living members — with trait-driven strength and the overload rule — is the same greenfield gap as the dynasty positions (
dynasty.md§6); they share a solution. -
Guards exist, tasks don’t.
CityRole::Guardexists, but “Command City Guards” has no defined task set yet (deferred to crime).
8. Open questions (next pass)
-
Treasury balancing (§6) — can a real closed treasury stay solvent, or does it need subsidizing? The headline tuning risk.
-
Guard & informant tasks (§2) — the courts loop they feed is now designed in
crime.md(§3b); the exact guard/informant task list and what interrogation extracts remain balancing/content there. -
Guild-recall mechanics (§4) — the guild check on immune seats. Deferred to guilds.md.
-
~~Bribery & relationship (§3)~~ — settled in
relationships.md: a bribe rides the relationship number (backfire = corruptionisProof), formula = traits + amount + standing; votes are weighted by relationship + standing. Exact curves remain balancing there. -
Term length & election cadence numbers (§3) — how long a term runs.
- Fee / salary tuning (§2) — The Guild 2 values are a starting point only.
- Overload curve (§5) — shared open question with
dynasty.md§7. -
Corruption mechanics (§2) — the embezzle / levy / audit getting-caught risk and its consequences.
-
~~A returning social seat (§2)~~ — decided: no, parked.
relationships.md§6 holds the Seneschal back — a social seat needs levers, and its natural levers are the formal diplomacy (favours/pacts) that pillar deliberately parked. It returns only if that future diplomacy layer is built.