Politics & Intrigue
The governments in An Age of Man are defined by their internal features rather than an overarching government type. Players will be able to control almost all features of the government depending on realm power. However, populations can and will develop politically, forming splinter governments, parliaments, or forcing limits to player power.
As in real life, powerful realm characters(aristocrats and the rich) will seek to expand their power, demanding laws and leeway. Players can reject them but risks stability in the realm and can lead to revolts and even civil wars.
Unpopular acts or disasters(player caused or naturally developed) will also undermine stability, upsetting populations and leading to unrest, calling for reform, or outright rebellion. Thus a bad monarchy can be overthrown for a republic, a corrupt republic can give way to dictatorship, or series of natural disasters can disillusion the populace and lead to theocratic take over as they look to their religion for protection while generations of good rule can lead to increased political power(perhaps even bestowed by their religion’s god), as the populations trust more in their leaders.
Player influence on the populous will mostly be in the form of laws/decisions and funding, brought to them by population concerns. This includes major items like land claims or abuses of power to minor things like witches in the woods or stolen cattle. The law system will be much more specific rather than very general things like improve centralization or decentralize, and each action will influence the population’s opinion of the player’s leadership.