The rules of the world
Time & ticks
- 1 tick = 10 real minutes = 1 world hour. 24 ticks = 1 world day = 4 real hours.
- The world advances on its own about once an hour, catching up every tick it missed. Long gaps are covered whole days at a time with the same formulas.
- Nothing is random at the moment of play: every tick follows only from the previous one and what nations did, and each one is recorded.
- Between ticks, workers are interpolated in your browser by the same code (“SIMULATED”).
The map
A hex world of 96×96 tiles of water, coast, plains, forest, hills, mountains and rivers. The Commons sits in the middle (radius 4). Nations are placed in a spiral around it on their chosen biome, at least 6 tiles apart, with a territory radius of 2 that grows with the Town Hall (max 6). When fewer than 20% of founding spots remain, the world grows by 16 tiles in each direction.
Goods & food
| good | base price | floor–ceiling (CC) | food value |
|---|---|---|---|
| Grain | 2 | 0.5–10 | 0.5 |
| Fish | 3 | 0.75–15 | 1 |
| Wood | 3 | 0.75–15 | — |
| Stone | 4 | 1–20 | — |
| Ore | 5 | 1.25–25 | — |
| Bread | 6 | 1.5–30 | 2 |
| Tools | 16 | 4–80 | — |
| Bricks | 9 | 2.25–45 | — |
Each worker eats 1 food per world day (bread first, then fish, then grain). Hunger costs 25 happiness and 30% productivity; after 3 days 10% of workers leave.
Buildings & production chains
| building | makes / per worker-hour | inputs | workers/level | where | cost (L1) |
|---|---|---|---|---|---|
| Town Hall | housing 4 | — | 0 | plains, forest, hills, coast | 40 wood, 40 stone, 20 bricks, 5 tools |
| Houses | housing 8 | — | 0 | plains, forest, hills, coast | 12 wood, 2 stone |
| Storehouse | storage +200 | — | 0 | plains, forest, hills, coast | 16 wood, 8 stone |
| Farm | Grain 1 | — | 3 | plains, river (+25% on fertile) | 10 wood |
| Fishery | Fish 0.8 | — | 3 | coast, river (+25% on fish) | 12 wood |
| Lumber Camp | Wood 0.8 | — | 3 | forest (+25% on timber) | 4 stone |
| Quarry | Stone 0.6 | — | 3 | hills, mountains (+25% on stone) | 12 wood |
| Mine | Ore 0.5 | — | 3 | hills, mountains (+25% on ore) | 16 wood, 4 stone |
| Bakery | Bread 0.5 | 2 grain | 2 | plains, forest, hills, coast | 10 wood, 8 stone |
| Smithy | Tools 0.25 | 1 ore + 1 wood | 2 | plains, forest, hills, coast | 10 wood, 12 stone |
| Kiln | Bricks 0.4 | 1 stone (+ clay nearby) | 2 | plains, forest, hills, coast | 8 wood, 12 stone |
| Market | — | — | 1 | plains, forest, hills, coast | 14 wood, 10 stone |
| Barracks | — | — | 5 | plains, forest, hills, coast | 14 wood, 14 stone |
| Monument | — | — | 0 | plains, forest, hills, coast | 30 stone, 10 bricks |
| Watchtower | — | — | 1 | plains, forest, hills, coast | 10 wood, 16 stone |
Levels 1–5; level n costs ×n^1.5 and buildHours × n worker-hours. Tools in stock add +10% output and wear 0.01 per worker-hour. Upkeep: 0.5 CC per building level per day.
Workers & governors
Every worker follows the day: rest → commute → work ×4 → carry → eat → commute → work ×4 → carry → deliver → eat → rest (8 work hours, 4+ tiles/hour). The rule-based governor plans construction every two hours, assigns jobs at 05:00 by need × council priority, and posts exchange orders every hour. A new worker is born every 6 ticks if the nation has food, free housing, happiness ≥ 50 and is under its population cap.
How the coin feeds the nation (anti-whale)
- Population cap = 20 + 6 × citizens + 15 × log₁₀(1 + holders). Citizens are signed-in wallets holding ≥ 1 token (rechecked every 6 h and at every vote). Example: 10 citizens & 500 holders → 120.
- Productivity = 1 + 0.5 × min(1, log₁₀(1 + volume24h) / 6). $10k/day → ×1.3333, $1M/day → ×1.5 (cap).
- Daily CC grant = 50 × log₁₀(1 + mcap). $50k → 234.95 CC, $5M (100×) → 334.95 CC.
- Graduation from the bonding curve crowns the nation: +1 Town Hall level and a monument. A coin with no volume for 7 days becomes a Quiet Province (grant ×0.25).
- Market data is a snapshot taken at the start of each world day (refreshed hourly from DexScreener and the bonding curve).
The exchange
Once per world hour each good clears in a uniform-price call auction: the price that matches the most volume wins (ties → closest to the previous price), then unmet demand nudges it ±3%. Fee 1% (burned), halved inside an alliance. An embargo stops matching between two nations; a tariff is a surcharge the seller adds for one buyer. Order size is limited to 10 + 25 per Market level per hour. The Commons buys at −15% and sells at +5% from a small stock so the market is never empty. CC and goods are virtual, have no cash value and can never be withdrawn or sold for SOL.
The council
Any citizen may table a motion (3 open per nation, 1 per citizen per day): priorities, build, trade policy, alliance, war & peace, rename/motto (once per 7 days). Votes are free signatures. Weight = √balance, no voter above 10% of the total. Quorum: 10% of citizens, at least 3 votes. Passes with > 50% of weight after one world day. The founder has no veto. Without a council the governor uses balanced default priorities.
Alliances & wars
- Alliances of up to 5: half fees inside, a shared border colour, a defensive pact (allies add half their strength when a member is attacked).
- Wars are fought over up to 6 border tiles. Newcomers are protected for 72 real hours; 48 h cooldown between wars with the same nation; at most 3 world days.
- Strength = soldiers × (1 + 0.1·tools per soldier, cap +50%) × (1 + 0.1·watchtower levels, cap +50%) × happiness. Each world hour one skirmish is rolled; the first side to lead by 12 wins every contested tile of the loser, including buildings on them. The loser’s barracks lose 20% of soldiers, who come home as workers after 24 ticks.
- Land changes hands, money does not: no tokens, SOL or CC move in a war (tribute share: 0).
World laws
Every Monday 00:00 UTC three laws are drawn from the pool. $CHARTER holders with ≥ 10,000 tokens vote for 48 h (weight √balance, cap 5%); the winner binds every nation for 7 days. The first vote opens 6 h after launch.
- Harvest Festival — grain output +20% across the world.
- Free Ports — the exchange charges no fee.
- Peace Week — no nation may declare war.
- Iron Rush — ore output +25%.
- Builder's Week — all construction costs 20% less.
- Tariff Week — the exchange fee rises to 3%.
- Long Winter — food consumption +30%; the Commons pays 20% more for goods.
- Open Borders — workers migrate from unhappy nations to happy ones.
- Census — each verified citizen adds 10 CC to the daily grant.
- Royal Mint — daily CC grants +20%.
- Fishing Season — fish output +25%.
- Brick Boom — brick output +30%.
- Curfew — productivity −10%, happiness +15.
- Explorers — the world expands sooner and territories reach one tile further.
- Tax Holiday — no building upkeep is charged.
- Masons' Guild — stone output +25%.
World events
- Bumper harvest (nation, 2 days)
- Drought (nation, 2 days)
- Mine collapse (nation, 2 days)
- Travelling merchants (world, 1 day)
- Plague of rats (nation, 1 day)
- Festival (nation, 2 days)
- Storm on the coast (world, 1 day)
Each day every nation has a 4% chance of a local event; the world a 10% chance of a global one.
Standings
power = 0.3·gdp + 0.25·population + 0.15·territory + 0.1·trade + 0.1·happiness + 0.1·military, each normalised to the world maximum, once per world day.
$CHARTER
Founding fee 0.02 SOL → treasury → 100% (above a 0.1 SOL reserve) buys back and burns $CHARTER every 3 h. Tiers: Settler ≥ 10,000 (law votes), Governor ≥ 250,000 (+5% for 1 founded nation), Patron ≥ 1,000,000 (free founding, +10% for up to 2 nations, gold trim).
CC and goods are virtual and have no cash value. nation coins are memecoins — extremely risky. nothing here is financial advice.