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Dagon Political Power Calculator

Inputs

Playstyle Summary

Select a government to see its playstyle.

Condition Info

Hover or focus a condition to see its description.

Results

Total Political Power: 0

Incompatible (Blocked by Government)

Government Summary

Breakdown

Example Nations

See how different governments perform under various conditions.

New Arkonia — Thriving Democracy

Parliamentary democracy with full leadership and strong economy.

Government Structure

Government Type: Parliamentary Democracy

Leadership Roster:

  • Leader: USER 1
  • Co-Leader: USER 2
  • Governor: USER 3
  • Religious Leader: USER 4
  • Head of Economy: USER 2 (also Co-Leader)
  • Defense Minister: USER 5

Note: USER 2 holds 2 roles (Co-Leader + Head of Economy) — within the allowed limit.

Active Conditions

Positive Conditions:

  • Stable Internal GovernmentNo major internal conflicts; government is functional and laws are respected. (+15)
  • High Public ApprovalPlayers are satisfied; active participation, no revolt. (+10)
  • Active Trade NetworkRegular trade with 3+ towns; markets active. (+10)
  • Strong EconomyHigh player activity; wealth accumulation; active markets. (+20)
  • Election Completed[Democracy] Election held with good turnout; winner accepted. (+15)
  • Full Leadership CouncilAll required roles filled: Leader, Co-Leader, Governor, Religious Leader, Head of Economy, Defense Minister. (+20)
  • High LegitimacyStrong mandate; reduces scandal penalties, buffs diplomacy, slows riot escalation. (+25)
  • Active Population5+ players online regularly in last week. (+18)
  • Major Construction ProjectLarge build project completed (castle, monument, infrastructure). (+22)
Neutral Conditions:
  • No WarsTown not at war; peace maintained. (0, provides stability)

Expected Results

Government Base:

  • Parliamentary Democracy: +0 bonus, −17 debuff (Coalition instability)
  • Net Government Power: −17
Starting Conditions: +25 (Stable Internal Government +15, High Public Approval +10)

Category Totals:
  • Internal Politics: +25 (Stable Internal + High Public)
  • International Relations: +10 (Active Trade × 1.2 democracy multiplier = +12)
  • Economy: +20 (Strong Economy)
  • Roleplay & Governance: +37 (Election +15, Construction +22)
  • Leadership Roles: +20 (Full Leadership Council)
  • Legitimacy: +25 (High Legitimacy)
  • WIP - Server Checkable: +18 (Active Population)
Additional Points: +0

Total Political Power: ~135–140

This is a thriving democracy with full leadership, strong economy, and high public trust. The government benefits from democratic external multipliers (+20% to international relations) and maintains legitimacy through regular elections and transparency.

Key Takeaways

  • Leadership Structure: All 6 required roles filled (+20 bonus)
  • Role Sharing: USER 2 efficiently holds Co-Leader + Head of Economy (2 roles, no penalty)
  • Democratic Benefits: External relations get +20% multiplier; immune to riots (elections instead)
  • Legitimacy Matters: High Legitimacy (+25) protects against scandals and reduces unrest
  • Balanced Growth: Strong economy, active population, and completed projects show healthy development
  • Tax Range: 5%–30% (flexible progressive taxation with voter consent)
  • War Support Needed: 60% (high bar due to democratic values; diplomacy preferred)

Badgrad — Collapsing Authoritarian State

Authoritarian government in crisis with leadership failures and economic collapse.

Government Structure

Government Type: Authoritarian

Leadership Roster:

  • Leader: USER 6
  • Co-Leader: (VACANT)
  • Governor: USER 7
  • Religious Leader: USER 6 (also Leader)
  • Head of Economy: USER 6 (also Leader)
  • Defense Minister: (VACANT)

Warning: USER 6 holds 3 roles (Leader + Religious + Economy) — Role Overload penalty applies. Co-Leader and Defense Minister positions are vacant.

Active Conditions

Negative Conditions:

  • Corruption ScandalLeader removed/killed outside legal process; power struggle. (−20)
  • Civil UnrestPlayer dissatisfaction causes instability; protests/disputes. (−20)
  • Economic CollapseMassive wealth loss; markets inactive; town declining. (−30)
  • Player Exodus10%+ of population leaves town. (−10)
  • Low LegitimacyGovernment authority questioned; faster riot escalation, higher coup risk. (−35)
  • Failed PromiseCampaign pledge or public commitment not fulfilled. (−18)
  • Ignored UnrestFailed to address riots or dissent; legitimacy eroding. (−20)
  • Leadership VacancyCo-Leader position unfilled; critical leadership gap. (−25, no Co-Leader)
  • Missing MinisterOne or more required ministers not appointed (Religious/Economy/Defense). (−15, no Defense Minister)
  • Role OverloadPlayer holding 3+ roles; administrative strain and burnout risk. (−10, USER 6 has 3 roles)
  • Ghost TownFewer than 2 players online in last week. (−35)
  • Inactive LeaderGovernment leader offline 7+ days. (−25)
Positive/Neutral Conditions:
  • Strong Law EnforcementTown rules enforced; low player infractions. (+10, starting condition)

Expected Results

Government Base:

  • Authoritarian: +0 bonus, −10 debuff (International criticism & suppressed dissent)
  • Net Government Power: −10
Starting Conditions: +10 (Strong Law Enforcement) × 0.8 (authoritarian penalty) = +8

Category Totals:
  • Internal Politics: −40 (Corruption −20, Civil Unrest −20)
  • International Relations: 0 (no external relations active)
  • Economy: −40 (Economic Collapse −30, Player Exodus −10)
  • Legitimacy: −73 (Low Legitimacy −35, Failed Promise −18, Ignored Unrest −20)
  • Leadership Roles: −50 (Leadership Vacancy −25, Missing Minister −15, Role Overload −10)
  • WIP - Server Checkable: −60 (Ghost Town −35, Inactive Leader −25)
Additional Points: +0

Total Political Power: ~−265

This nation is on the verge of collapse. The leader is overworked and absent, critical positions are vacant, the economy has failed, and legitimacy is destroyed. Without immediate intervention (filling roles, addressing unrest, stabilizing economy), this government will likely face a coup or complete dissolution.

Warning Signs & Lessons

  • Role Overload: Leader holding 3 roles leads to burnout and poor management
  • Leadership Gaps: No Co-Leader means no succession plan; no Defense Minister during unrest is critical
  • Ignored Problems: Civil unrest and failed promises eroded legitimacy further
  • Inactive Leadership: Leader offline for 7+ days with no delegation = −25 penalty
  • Economic Death Spiral: Economic collapse → player exodus → ghost town → more economic problems
  • No External Relations: Authoritarians get ×0.7 multiplier on external positives (none exist here)
  • Corruption + Low Legitimacy: Double penalty; scandals hit harder when trust is already low
  • Recovery Path: Fill vacant roles immediately, address unrest, stabilize economy, leader must return or delegate authority

Conditional Rules

Mechanics that affect gameplay and government dynamics.

Monarchy Succession

When a monarchy (Constitutional or Absolute) is in power, the ruling monarch declares a player as the Heir to the Throne.

Key Rules:

  • The heir can only be changed by killing the current heir.
  • Once a new government takes power, the heir designation is ignored and forgotten.
  • If riots escalate to 70% (Royal Killer), the monarch is deposed regardless of the heir.

Civil Unrest & Riots

Riots emerge when a group of players organize civil unrest and challenge the government's authority.

Key Rules:

  • Triggered by coordinated player action against the government.
  • Represents 70%+ of the population in active protest/conflict.
  • Monarchies: Royal Killer — forced abdication (typically followed by a Transitional Government until a new system is chosen).
  • Democracies: Immune — elections are called instead of riots.
  • Default Outcome: Riots call a Transitional Government unless a special event applies.
  • Theocracy/Technocracy: Riots trigger an election-like event with outcomes between Socialist State and Military Junta.

Snap Elections

In democracies, players can demand a snap election (emergency election) by triggering unrest and calling for one.

Key Rules:

  • Democracy-only: Non-democracies cannot call snap elections.
  • Requires a large group of players calling for change (riot-level unrest).
  • Leadership changes through democratic process, not force.
  • Prevents riots by providing a legal outlet for dissent.

General Mechanics

Government Stability: How each system handles pressure:

  • Democracies: Convert unrest into elections; slower but stable.
  • Monarchies: Can suppress unrest until riots hit critical mass (Royal Killer).
  • Authoritarians: Suppress elections; vulnerable to coup attempts.
  • Other systems: Have unique vulnerabilities and strengths.
  • After a coup succeeds: A Military Junta is put in place.
  • If an elected leader refuses the role: A Transitional Government is triggered until a new system forms.

Wealth & Class Wars

Oligarchy Economy Triggers Riots:

  • Socialist State: Wealth concentration violates egalitarian ideology → Riots Escalate
  • Communalist Federation: Oligarchy opposes commune values → Riots Escalate
  • Other governments: Can tolerate or exploit wealth inequality.

Religious Upheaval (Theocracies)

Corruption Scandal in a Theocracy becomes a theological crisis:

  • Corruption is not just political—it's a spiritual failure.
  • Religious authority is delegitimized; populace loses faith in leaders.
  • Forces government change (abdication/reformation).

Environmental Backlash (Eco-State)

Eco-States have unique territorial principles:

  • Offensive warfare blocked: Cannot conduct aggressive conquest; violates environmental principles.
  • Defensive wars allowed: Protecting territory is justified.
  • Land neutrality: Eco-States are NOT affected by any land loss or gain bonuses/debuffs.
  • Nullified conditions: Territory Lost, Defensive Victory, Defensive Loss, Offensive Victory, Offensive Loss, Annexation Agreement.
  • Focus on environment: Political power comes from environmental stewardship, not territorial changes.
  • Peaceful periods: These systems gain stability and legitimacy during peace.

Eco-State Land Mechanics

Why Eco-States ignore territorial changes:

Eco-States prioritize environmental stewardship over territorial expansion. Their political power and legitimacy come from sustainable practices, ecological preservation, and quality of life—not from the size of their territory or military victories.

Practical Effects:

  • Territory Lost (−25): Nullified (0) — Land loss doesn't weaken environmental commitment.
  • Defensive Victory (+30): Nullified (0) — Protecting land is expected; no glory in war.
  • Defensive Loss (−10): Nullified (0) — Military setbacks don't reflect on environmental policies.
  • Offensive Victory (+15): Nullified (0) — Conquest is forbidden; cannot gain this bonus.
  • Offensive Loss (−30): Nullified (0) — Offensive war is blocked; this cannot occur.
  • Annexation Agreement (+20): Nullified (0) — Peaceful expansion doesn't grant political power; focus remains on ecology.
Strategic Implications:
  • Immune to territorial pressure: Can cede land diplomatically without political cost.
  • Peaceful expansion: Annexation agreements don't reward territory hoarding.
  • No war bonuses: Cannot gain political power through military success.
  • Defensive stance: Must rely on diplomacy and alliances for protection.

Legitimacy

Legitimacy measures public trust in government authority. Gained through elections, treaties, and reforms; lost through broken promises and ignored unrest.

Sources of Legitimacy:

  • Positive: Elections, peace treaties, successful reforms INCREASE Legitimacy
  • Negative: Broken treaties, ignored unrest, failed promises LOWER Legitimacy
Low Legitimacy Increases:
  • Riot escalation speed
  • Coup success chance
  • Vulnerability to instability
High Legitimacy:
  • Reduces penalties from scandals
  • Buffs diplomacy outcomes
  • Slows riot escalation

Crisis Events

Non-political crises test government competence. Natural disasters, infrastructure collapses, and pandemics challenge leadership.

Crisis Types:

  • Natural disasters: Earthquakes, floods, fires
  • Infrastructure collapse: Power grid, transport, utilities
  • Pandemic events: Disease outbreak, quarantine measures
Response Outcomes:
  • Good Response: INCREASE Legitimacy, Public Approval; government proves capable
  • Poor Response: LOWER Legitimacy, Riots, Leadership Change pressure; trust erodes
  • Emergency Measures: Temporary powers can stabilize or backfire

Leadership Structure

All governments require specific leadership roles to function.

Core Leadership (Required):

  • Leader: Head of government; ultimate authority
  • Co-Leader: Second-in-command; succession line
  • Governor: Administrative oversight; day-to-day governance
Required Ministries (Must Have):
  • Religious Leader: Cultural/spiritual guidance
  • Head of Economy: Economic policy and trade
  • Defense Minister: Military and security affairs
Role Assignment Rules:
  • Ministers can be any player, including Leader
  • Max 2 roles per player (excluding Leader role itself)
  • Example: Leader can also hold Head of Economy + Religious Leader (Leader + 2 others)
  • Holding 3+ roles causes Role Overload penalty
  • Full Leadership Council bonus when all 6 positions filled

War Support Requirements

Minimum share of population backing required to formally enter wartime. Informational — use this to validate declaring Wartime.

Government Support Needed Notes
Military Junta 30% War footing is default; low threshold.
Authoritarian 40% Order-first; dissent suppressed.
Absolute Monarchy 45% Ruler’s decree with moderate public tolerance.
Corporate Oligarchy 45% Economic justification; public sway via incentives.
Technocracy 50% Case-by-data; balanced threshold.
Socialist State 50% Collective defense framing.
Constitutional Monarchy 55% Tradition + legitimacy; consultative.
Theocracy 55% Moral mandate; clergy backing matters.
Parliamentary Democracy 60% Parliamentary approval plus public backing.
Technocratic Democracy 60% Expert rationale with democratic consent.
Libertarian Republic 60% Skeptical of intervention; civil liberty focus.
Democratic Republic 60% Requires broad mandate; diplomacy favored first.
Federal Republic 60% Regional consent expected; higher bar to unify.
Anarcho-Syndicalist 60% High consensus; voluntary mobilization.
Communalist Federation 60% Inter-commune consensus required.
Eco-State N/A (Offensive) Offensive war forbidden. Defensive war allowed.
Transitional Government N/A (Forbidden) Cannot declare war while transitional.

Tax Rate Ranges

Allowed minimum and maximum tax rates by government. Use as guidance for setting or validating tax policies.

Government Min Tax Max Tax Notes
Anarcho-Syndicalist0%10%Voluntary dues.
Libertarian Republic0%15%Minimal state.
Communalist Federation0%20%Resource pooling.
Corporate Oligarchy0%25%Low taxes, private fees.
Technocracy5%25%Efficient funding.
Constitutional Monarchy5%25%Moderate taxation.
Theocracy5%25%Tithe-like system.
Technocratic Democracy5%28%Evidence-driven caps.
Military Junta20%30%War-centric budgets.
Absolute Monarchy10%30%Royal decrees.
Parliamentary Democracy5%30%Parliament oversight.
Democratic Republic5%30%Voter consent.
Federal Republic5%30%Regional variance.
Authoritarian10%35%Centralized extraction.
Eco-State10%35%Environmental funding.
Socialist State20%40%Redistribution & services.