Civil Defence is no longer a power available to Champions. The details are kept here for posterity.
Civil Defence refers to a number of important elements of law enforcement, military organisation, and cultural readiness that a Champion of a Realm can change in order to support their realm in times of need. Champions can change these elements by liaising with the War Chamber Commandant and completing the required reports, which are available in the War Chamber.
Conscription
Most controversial of all Civil Defence powers, but perhaps the most powerful. Conscription allows a nation to compel military service from the population to various levels of success and social fallout.
Levels of Conscription and their Effects
No Conscription
Your armies are entirely volunteer based. This produces no benefit but also no fallout.
Limited Local Conscription
Your nation is compelling service to some extent, often based on age or skill, to address shortfalls in local forces. This process is unpopular, and relies upon crisis or patriotism to reduce fallout and social upheaval.
While Limited Local Conscription is in effect Realmic Forces and Fortresses regain +5% losses while taking defensive actions (even if engaged) and regain +10% while unengaged. Realmic armies cost 8 Vaults to recruit, rather than 10.
National Conscription
Your nation is engaged in widespread conscription supporting the Concord. Hundreds of people are press-ganged into service and social uproar is immense.
The effects of National Conscription are based on the number of nations that are engaged in national conscription.
1 Realm: One Force gains +10% recovery when not engaged
2 Realms: Two Forces gain +15% recovery when not engaged
3 Realms: Three Forces gain +15% recovery when not engaged. +5% Recovery on the defence. In addition, Army upkeep is reduced by 1 Vault.
4 Realms: Four Forces +15% recovery when not engaged. +5% Recovery on the defence. +5% recovery on the offence. In addition, Army upkeep is reduced by 1 Vault.
5 Realms: Five Forces +15% recovery when not engaged. +10% Recovery on the defence. +5% recovery on the offence. In addition, Army upkeep is reduced by 2 Vaults.
Civilian Military
Civilian Military refers to organisations that are separate from Realmic or Concordian forces that fulfil a similar purpose, such as reserves, militias and local martial orders. They Support the nation on the defence and are useful in times of disaster. There are three levels of Civilian Military.
No Civilian Military
Any martial training is not organised by the state. No cost but also no benefit.
Local Military Groups
Small groups such as Town Militia, District Brigades and the like are common and supported by the state. They train together but are largely independent. Provides somewhat of a passive benefit against spies and other such saboteurs. This level of organisation provides a bonus 250 strength while defending the regions, but costs 1 Vault per season in upkeep, rising by 15 Locks per additional region beyond the first. This level of organisation will also provide support during disasters and in attempts to discover hostile forces within your Realm.
National Civilian Military
Your Realm operates a nation-wide and organised civilian military, with recruitment, training, rank structure and supplies. This level of organisation provides a bonus 500 strength while defending the regions, but costs 2 Vault per season in upkeep, rising by 1 Vault per additional region beyond the first. This level of organisation will also provide support during disasters and in attempts to discover hostile forces within your Realm.
Weapons Control
Weapons Control refers to legal allowance for carrying and using weapons for the average citizen. There are three levels of weapons control.
No Weapons Control
The ownership and carrying of weapons is not enforced and is common place. Subversive groups will find it easy to obtain weapons and civil unrest will be more dangerous. Many civilians expect this level as the norm.
Limited Weapons Control
There are some elements of weapons control, perhaps to do with certain occupations or social classes. This reduces the overall danger of subversive groups and civil unrest but increases crime.
Extensive Weapon Control
Most types of weapons larger than a hatchet or dagger are not permitted to be carreid unless for active need, and even then are viewed harshly. Vastly reduces risk of armed unrest and makes it difficult for subversive groups to arm themselves, but vastly increase crime.
Law Enforcement
While Concordian Magistrates are established across the Realms of the Concord, the investigation of crimes and the capture of criminals is a local affairs, requiring national support. There are three levels of law enforcement.
No Organised Law Enforcement
Citizens and Magistrates work together to arrest wrong doers in their area. Many crimes go unpunished by social norms.
Private Law Enforcement
People are paid to enforce the law and capture criminals. Costs 1 Vault to upkeep but reduces severity of disasters, increases defence against spies and other saboteurs and adds +200 strength to defence of large towns or settlements when they are threatened.
Military Law Enforcement
The military apprehends criminals and enforces the law alongside Concordian Magistrates. Requires either a Realmic army to be acting defensively with a region, a fortress or National Civilian Military. No additional cost, but reduces the severity of disasters, and increases defence against spies and other saboteurs