Game Guide
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Decrees, decisions & regime change

Decrees are instant executive actions paid for with political capital, and regime transitions are slow, high-stakes shifts of your entire form of government. Together they are how you reshape the state by fiat.

How it works

There are eight decrees, each with a political-capital cost and a cooldown. Martial law (cost 42, cd 32) buys +12 stability and rallies the Military but angers the Populace −15; amnesty (24) lifts the Populace +16 at the cost of some stability; stimulus (30) grows GDP 1.2% and pleases Business but adds debt; purge (34) thrills the Populace but hammers Bureaucracy and Business; draft, nationalize, tradition and reform round out the set. Each is a one-shot injection — spend capital, apply the mood and stat swings immediately, then wait out the cooldown.

Regime transitions are the big lever: eight are defined (autogolpe, one-party, democratize, found/constitutional/abolish monarchy, absolutize, military coup), each costing 40–55 political capital up front and each gated by your current regime. Once started, a transition runs 3–8 quarters (coups are fast, constitutional reforms slow), accumulating 'turmoil' that drags your stability equilibrium down the whole time. At the halfway point a resistance event fires.

Transitions can fail: every tick a fail-risk is rolled from accumulated turmoil and low stability — the risk scales up as turmoil passes 28 and as stability falls, capping around 0.6 × a stability factor. A failed transition costs stability, legitimacy and faction goodwill; a completed one switches your regime, resets elections, and can trigger immediate diplomatic realignment if it flips your authoritarian/democratic status.

Formulas

Martial law
cost 42, cd 32 → stability +12, mil +10, pop −15, approval −4
Stimulus
cost 30, cd 28 → GDP ×1.012, biz +8, approval +4, debt +3% GDP
Transition turmoil
turmoil += (3 + q×1.5) × (suppressed ? 0.5 : 1)
Transition fail-risk
risk = clamp((turmoil−28)/55, 0, 0.6) × clamp((52−stab)/45, 0.15, 1.3)

Key numbers

8
Number of decrees
20–42 political capital
Decree cost range
8
Number of transitions
40–55 political capital
Transition cost range
3–8 quarters (by type)
Transition duration
~0.6 × stability factor per tick
Max transition fail-risk

How to play

  • Decrees are tactical, transitions strategic — reach for a decree to survive this quarter's crisis, a transition to change what your state fundamentally is.
  • Watch the cooldowns: martial law and purge have long recharges, so don't burn them at the first sign of trouble.
  • Never start a transition with stability already low — turmoil accumulates for the whole 3–8 quarters and the fail-risk climbs sharply below 52 stability.
  • A completed transition can flip your authoritarian/democratic alignment and instantly shuffle relations with up to 50 nations, so plan the diplomatic fallout.

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