Doctrine

Doctrine determines leader titles, temperament and market products, and is used for helping generate story. Doctrine market preferences override their cultural preferences, but it does not effect available services or work.
 *  Theocratic : No Trade. Lead by a High Priest/Priestess. Other Leaders: Monks, Acolyte, Servant, Disciple. Theocracies will always imprison upon victory and attempt to indoctrinate their captives. Theocracies also have a deity that they worship which may also effect how the faction behaves globally.
 *  Capitalist : Trades all categories. Lead by a Proprietor/Proprietress. Other Leaders: Managers, Associates, Clerks, Supervisors. Capitalists will capture and sell those they defeat. If another Capitalist society exists in the same territory as another and they sell the same item, only the cheapest items will remain on the market.
 *  Monarchist : 10% trade tax. Trades only commodities and factory goods. Lead by a King/Queen. Other Leaders: Lords, Ladies, Knights, or Servants. If another Monarchy exists in the same territory, the two will be at war until one absorbs the other.
 *  Republican : 5% trade tax. Does not trade weapons. Lead by a Chancellor. Other Leaders: Senators, Representatives, Spokesmen. Republics deal in ?6 market categories. If another republic exists in the same territory, the two factions will merge and become a next level. One of the capitals will be selected to grow to the next level.
 *  Legalist : 20% trade tax. Trades factory goods and weapons in addition to any others. Lead by a President. Other Leaders: Judges, Lawyers, Detective, Officer, Constable. Legalist factions.
 *  Communist : No Trade. Lead by a Council of at least two Councilmen. No other leader types. If more than one communist faction exists in the same territory, they will merge. Members of communist factions do not own anything besides what is on their person.