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).
Government types
Section titled “Government types”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.
Changing government type
Section titled “Changing government type”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.
Treasury
Section titled “Treasury”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.
Buildings
Section titled “Buildings”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. |
Region indexes
Section titled “Region indexes”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.
Building costs
Section titled “Building costs”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.
Residency & citizenship
Section titled “Residency & citizenship”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
Section titled “Work permits”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.
Region transfers
Section titled “Region transfers”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.