Arbitrary Mechanics

This article describes design decisions that will be rediscussed before their implementation in the future, and as such are not final.

The term "arbitrary mechanics" relates to things that are represented in the game by procedurally generated names and traits. These things are:


Religions are systems of belief followed by your people. The religions present in your nation can be viewed in the Nation Editor, under the Society Section. The following is a list of the traits that religions can have, and their corresponding bonuses.

Populous: +Happiness -Science
Militaristic: +Military Tech Production -Science, ++Military Science
Philosophical: +Science
Worker: +Production
Charitable: +Health
Forager: +Gathering
Caste: +Bonuses from Specialists
Tolerant: +Happiness from other Religions
Intolerant: +Conversion Rates, -Happiness from other Religions, -Science
Animistic: +Happiness, -Food
Polytheistic: +Happiness, -Happiness from Animistic Religions
Monotheistic: +Conversion, -Happiness from Animistic and Polytheistic Religions
Nontheistic: +Conversion, +Science

Social Programs

Social Programs are things like book clubs and discos. Basically, it's a structured activity that the people of your nation undertake that is not a sport or art form. Social programs will be found alongside Welfare Programs under Social and Welfare in the Society Section of the Nation Editor. The traits for Social Programs are as follows.

Educational: +Science
Fun: +Happiness
Irresponsible: +Happiness - Health
Physical: +Health
Pro-Government: +Stability
Anti-Government: -Stability

Welfare Programs

Welfare Programs are programs designed to improve the mental and physical wellbeing of the people of your nation. The traits for Social Programs are as follows.

Medical: +Health
Psychological: +Happiness
Irresponsible: +Happiness -Health


We all know what arts are. Flat, fat or seizure-like, they can be found under this heading. Arts will be found alongside Sports and Celebrations under Aesthetics and Entertainment in the Society Section of the Nation Editor. The traits for Arts are as follows:

Legends: +Stability
Myths: +Happiness
Musical: +Happiness
Graphical: +Happiness
Written: +Happiness with Literacy Rate
Fiction: +Happiness
Three-dimensional: +Happiness
Performed: +Health
Photography: +Happiness
Moving Image: +Happiness

Arts can be created or edited in the Culture Section of the Nation Editor.


Sports are physical activities with set rules. Sports will be found alongside Arts and Celebrations under Aesthetics and Entertainment in the Society Section of the Nation Editor. The traits for Sports are as follows:

Athletic: +Health
Militaristic: +Military TO Production
Mounted: +TOs with Animals Production
Team: +Health, +Order
Field: +Health, +Happiness
Water: +Health, +Water TO Production

Sports can be created or edited in the Culture Section of the Nation Editor.


Celebrations are events that are celebratory or ritualistic. What separates these from Arts and Sports is that they are triggered by either an occurrence or a set time. The traits for Celebrations are as follows:

Trigger (all celebrations have this): [Trigger/Time]

Celebrations can be created or edited in the Culture Section of the Nation Editor.

People (Leaders, Legislation Members and Governors)

All of these people are involved in some way in running your nation. These 'people' have more than just traits, however. They also have values in two areas: popularity and corruption. These values will be randomly generated alongside everything else when the person is spawned, but after that is subject to change as events occur in the player's game.

The Popularity value will have a positive effect on happiness and stability (for Governors in their SC, for Leaders and Legislation Members the entire Nation). Doing things like constructing impressive TOs, winning wars or improving living conditions will give the people currently in power a Popularity boost.

Corruption values will decree whether a person is involved in scandal or becomes a traitor. When scandal happens, the affected SCs will suffer a temporary stability hit and the leader will lose popularity (this can be avoided with high media control).

As well as giving bonuses, their traits are their personalities. Different traits will lead to different styles of SC or Nation Management by the AI. The traits for all three of these positions are as follows:

Charismatic: +Happiness (starts with more Popularity)
Organised: -Maintenance, +Production
Aggressive: +Military Unit Production, +Military Science
Philosophical: +Science
Medical: +Health
Industrious: +Production
Rural: +Gathering
Financial: +Wealth
Creative: +Bonuses from Entertainer Specialists
Fanatic: +Happiness from State Religion, -Science, -Happiness from other religions
Pacifist: +Science, -Military Unit Production
Progressive: -Order, +Science
Conservative: +Order, -Science
Corrupt: -Order, +Wealth
Diplomatic: +Relations with nearby Nations
Xenophobe: -Relation with nearby Nations
Protective: +Military Unit Production, -Relations with nearby Nations
Spiritual: +Bonuses from Religions
Proletariat: +Bonuses from all Specialists


Corporations are organisations that conduct business within one or multiple nations. In game, Corporations will act as miniature nations. They will promote ideals and values as they see fit, and may also buy other corporations. They can be illegalized or regulated by the player's government in the Nation Editor, under Economy. The traits for Corporations are slightly more complex than other Arbitrary Mechanics, due to their mini-nation status, and are as follows:

Must have one of these
For-profit: -Wealth
- For-profit corporations will force the government and/or people to pay for goods. This will mean that higher castes will have access to more of the goods than lower castes.
Non-profit: +Happiness
- Non-profit corporations will share their goods with every SC that their corporation is present in.

Can only have one of these
Research: +Science
Construction: +Production
Luxury: +Happiness
Medical: +Health
Military: +Military TO Production
Media: +Happiness (affected by media restriction, etc)
Food: +Food

If Research, then sub-traits correspond to each research area. They will produce points towards these research areas to sell (FP) or give (NP) to the nation.

If Construction, then sub-traits correspond to each TO tag. They will produce these TOs to sell (FP) or give (NP) to the nation.

If Luxury, then sub-traits are:
High-class: +High Caste Happiness -Low Caste Happiness
Working-class: +Middle Castes Happiness
Low-class: +Low Caste Happiness
Unhealthy: -Health

If Medical, then sub-traits are:
Charity: +Health to all
Private: +Health to higher Castes

If Military, then sub-traits correspond to specific Military TOs. The corporation may create these TOs, or may organise the purchase of them from other corporations. They will use these TOs to sell (FP) or give (NP) to the nations they are present in.

If Media, then sub-traits are:
Anti-Government: -Stability
Pro-Government: +Stability
Educational: +Science
Luxury: +Happiness

If Food, then sub-traits are:
Junk Food: +Food -Health
Health Food: +Food +Health

These traits are not dependent on any other traits
Tech-Savvy: +Bonuses with advanced medias
Technologically Incompetent: -Bonuses with advanced medias


Education will be handled in three stages (because that's easy to relate to). Primary, Secondary, Specialist. Each stage would be unlocked along the lines of the Research Web. Primary teaches basics (math, language, basic science). Secondary reinforces these basics, and Specialist specialises.

So what effect does this have on the game? Well, all population with a primary education would add a minuscule amount of points to your research production. All secondary educated population would add more points. And Specialist educated population are more effective at their specialisation (Entertainer, Worker, Medic, etc.). The education systems that arise will depend on what research and inventions you have access to, as well as some options in the Nation Editor.

Taught by parents. Not highly effective past primary. Cannot learn above parent's education.
Taught by people with knowledge of this level. Highly effective at all stages. Can learn at master's education level.
Taught by religious figures (Would be a specific religion). Highly effective at Primary and Secondary. Can learn at allowed level (some religions may not allow certain specialists). Students will end up members of this religion.
Taught by corporate figures (Would be a specific corporation). Highly effective at all levels. Can learn at allowed level (some religions may not allow certain specialists). Students will end up employees at this corporation.
Taught by national figures. Highly effective at all levels. Can learn at allowed level (defined in Nation Editor).
Taught by people from any and all aspects of life. Highly effective at all levels. Can learn at level of education of the population that the system employs.

There may also occur traits that demand a certain class or caste.

These traits can be applied to any of the education steps. Here are some example education systems: Apprenticeship Specialist, High Caste Independent Primary, Middle Caste Religious Secondary, you get the idea. The player can then choose to outlaw, encourage or make compulsory any of these systems at the cost of resources.


Media: media is information. The two properties of media are:
- Content
What the media tells the audience.
- Circulation
How the media is spread.

Useless information about the famous. +Happiness (Small negative impact on Science and Production)
Information about events known to the publisher. +Happiness, player will be notified of major events.
Propaganda (for or against [party/religion/corporation/society model/etc])
Tries to influence people in favour or against political organisations, religions, corporations or aspects of society.
Simply entertaining media. ++Happiness
Teaches people something through media. ++Science

These traits can also be sub-traits. So for instance, a media could be Educational and Entertainment or Gossip and News. But, when more than one trait is present, both traits bonuses are halved. Now, for the circulation traits.

Word of Mouth
Spread person to person.
Community Board
Spread from a community board. Requires language and high literacy rates.
Spread through circulated papers.
Spread through electronic communications (telegrams, telephones)
Spread through radio transmitters and receivers.
Spread through Transmitted Images.
Spread through anything with internet access.

Circulation traits are dependent on Research and Inventions, and the amount of influence any media has is directly related to the number of related TOs and their connection to each other.

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