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States

A state is a nation made up of one or more regions, with its own government, treasury, and tax rates. Every region belongs to a state (or is unclaimed).

Tribal states cannot propose laws or declare state wars. Tribal regions cannot be attacked. Their first congressional election starts after 3 days; during beta one voter is enough to establish democracy.

Democracies elect congress and a president. Congress passes laws and declares state wars.

Monarchies retain elected congress, while the monarch keeps the presidency and can enact laws by decree. Their forces suffer 25% less damage output when fighting for the monarchy, on attack and defense.

A successful coup removes the president, cabinet and congress and opens a new congressional election. A monarchy can also return peacefully through Restore Democracy, passed by congress or enacted by the monarch. This keeps the sitting president temporarily and immediately opens a presidential election. A monarchy toppled by a coup cannot be declared again for 7 days. A successful revolution creates a new tribal state from the target region.

The treasury holds Levcoins and raw resources. Work tax arrives in the currency or resource earned; trade and import taxes arrive in Levcoins. Players may donate. Authorized officials and laws govern spending, market trades, construction and transfers. A Buy Resources law places a funded limit bid; a sale places an escrowed ask on the same market book.

Donations use value, not a balanced basket. Levcoins, coal, iron and oil count 1 each; water 2; uranium and lithium 4; diamond 8. State-to-state gifts earn 1 relation per 10,000 value. Personal gifts to your residency state earn 1 loyalty per 5,000 value. Partial progress carries forward. Donate personally from the treasury panel or transfer state funds through a law. Each state has a donation history and donor rankings.

Each region can construct buildings that raise its 1-20 indexes and combat strength. Buildings are built by the government through the Build Building law (passed by congress, or directly by a monarch) and paid for from the state treasury: so donating resources helps your state build.

Building Effect
School Raises the basic-education index → boosts factory production in the region.
University Raises the higher-education index → boosts work XP.
Sport Center Raises happiness.
Recreative Center Raises happiness.
Police Station Raises state security → reduces attacker damage in coups & revolutions.
Health Center Raises the health-system index.
Military Camp Boosts states-war damage for whichever side this region fights on: attacking from it strengthens the attack, defending it strengthens the defense.
Military Base Same as a Military Camp, but a larger bonus.

Each region has five indexes rated 1-20, recalculated hourly from its building counts:

Index Built from Effect
Basic education Schools Boosts factory production in the region.
Higher education Universities Boosts work XP.
State security Police stations Reduces attacker damage in coups & revolutions.
Happiness Sport + recreative centers Speeds productivity recovery while resting (Auto-Rest).
Health system Health centers Speeds fatigue recovery while resting (Auto-Rest).

A sixth index, prosperity, comes from resident personal bases and increases resource production.

Indexes are percentile-based: every region is ranked against all others and split into twenty groups, so an index shows how a region compares to the rest of the world (1 = bottom twentieth, 20 = top). Regions with the same building count share the same index: so a region with no buildings sits at 1 until others fall behind it. Because they’re rank-based, an index can move when other regions build, not just your own.

Every upgrade consumes a fixed mix of resources from the treasury, and the cost rises with the building’s current level: going from level L to L+1 costs base × (⌊L ÷ 5⌋ + 1) of each of its resources: so the per-level price goes up by one base unit every 5 levels.

Base cost per resource:

Resource Base
Water, Iron, Oil, Coal 414
Uranium 204
Lithium 192
Diamond 72

Resources each building uses:

Building Resources
School Water, Iron, Oil
Sport Center Iron, Oil, Coal
University Iron, Coal, Diamond, Uranium
Recreative Center Iron, Coal, Water, Lithium
Police Station Oil, Uranium, Diamond, Lithium
Military Camp Iron, Oil, Coal
Military Base Coal, Uranium, Diamond
Health Center Water, Iron, Oil, Lithium

For example, a region’s first school (level 0 → 1) costs 414 each of Water, Iron, and Oil; the level 5 → 6 upgrade costs double (828 each). If the treasury can’t cover the full cost, the build doesn’t happen.

Your residency is your home region. It determines where you can produce at home and, crucially, lets you vote in your state’s elections.

  • You can change residency by requesting it, with a 24-hour cooldown between changes.
  • In a tribal state the request is approved instantly; otherwise the president or a minister with the Residency power must approve it.

Work permits let you travel into and work in another state’s regions where you don’t have residency.

  • You can hold a maximum of 3 permits, and they’re free.
  • Request one per region; tribal states grant them automatically, otherwise the president or a minister with the Work Permits power approves.

Allied open borders can also let you travel to a bloc member’s regions without residency or a permit.

Whole regions can change hands between states: given or consolidated through laws, or captured through war. A proposed territory transfer expires if not accepted within 3 days.