Appendix C – Glossary
| Term | Meaning |
|---|---|
| Harimu | The game’s title and the in-world name of the planet the ten nations share (decided v0.5); each shard is its own persistent copy of Harimu. |
| Citizen | A player’s character; one per account; permanently tied to one nation. Since v0.7 human citizens never hold leadership office. |
| AI leader persona (v0.7) | An authored AI character (traits, ideology, platform, voice, goals, memory) that holds a leadership office and makes that office’s decisions (Section 8.2). |
| AI citizen (v0.7) | A lightweight, rule-based, visibly labeled AI resident who works, trades, worships, migrates and votes (Section 11.7). |
| Notable (v0.7) | One of 8–15 LLM-backed AI citizens per nation that humans can talk to; conversation only, no extra powers. |
| Simulated Public bloc (v0.7) | All AI citizens’ votes tallied as one bloc with a capped weight (Section 11.9). |
| Legal action set (v0.7) | The list of actions, with parameter bounds, that the rules engine allows an AI leader at a decision point; the AI can only choose from it. |
| Reasoning Brief (v0.7) | A public, in-character summary of why an AI leader made a decision; published per the nation’s transparency rule (Section 8.6). |
| AI Governance service (v0.7) | The service that runs AI personas through the LLM gateway, sandbox, safety filters and budgets (Section 22.12). |
| Claimant / rival marshal (v0.7) | An AI pretender (Aurelle) or AI marshal (Varkand) that human citizens can pledge to; enough backing triggers an overthrow (Section 10.3). |
| Candidate Forge (v0.7) | The process that generates and vets AI candidates for elections from party templates (Section 9). |
| Shard | One persistent world (map + nations + clock). |
| Game server | The authoritative realtime server (Node.js/TypeScript) that owns all game state; the Next.js web app only reads public views and forwards commands (v0.6). |
| Clerk userId | The account identity key issued by Clerk; one account = one citizen = one nation, enforced in our database (v0.6). |
| Square | One map tile; unit of ownership, production and war. |
| Heartland / Frontier / Wildlands / Commons | Uncapturable core / acquired land / unclaimed neutral land / contested center. |
| Charter Limits | Rules that bound every leader’s power over players – since v0.7 enforced as AI behavior constraints in the legal action set (Section 8.18). |
| Crisis Window | 24–48-hour period in which a coup or rising is resolved. |
| Correction Duty | Korund’s capped in-game punishment (reassigned work, reduced privileges). |
| Royal Favor / Party Standing / Piety / Civic Rank | Nation-specific progression ladders (not money). |
| Tessera (TSR) / Commons Clearing House | Neutral, system-run reserve and trade unit (a basket of convertible currencies) and the institution that issues it and settles cross-border trade. |
| Peg / band / float | How a currency’s exchange rate is set: fixed by its issuer, kept inside a range, or set by the market. |
| Street rate | The black-market price of a currency, published only as noisy rumor. |
| Debasement | Aurelle’s royal power to put less gold behind each Crown. |
| People’s issuance / Citizen Dividend | Veldwood’s rule that new money is paid out equally to citizens, together with Common Fund rents. |
| Toll Coupon | Fulmara’s tradeable dividend token redeemable against future port tolls. |
| Devotion | A citizen’s 0–100 commitment to their chosen faith (called Piety in Ilmar). |
| Official stance | A nation’s fixed position on religion, from theocracy to state atheism. |
| Religious Harmony / Currency Confidence | National meters (v0.3) feeding Stability. |
| Founding Period | First 30 days of a shard: no wars, protected starts; AI leaders govern from day one (v0.7 – Caretakers removed). |
| Age | A ~12-month era with world events and rankings; no wipe. |
| Alert Level | Varkand’s Green/Amber/Red setting that changes checkpoints, curfews, press rules and information fog. |
| Charter Share | Fulmara’s tradeable voting share in the Grand Council (5% cap per citizen and link group). |
| Constructive no-confidence | Hoarvale rule: the Moot can remove a Prime Minister only by electing a successor in the same vote. |
| Founding Choice | One-time nation change when joining a newly founded nation (Section 30; post-launch; shares the single lifetime change with Exile & Asylum). |
| Exile & Asylum | Restricted, post-launch, once-per-lifetime asylum request to another nation (Section 16.2). |
| Grace period | One free nation change within the first 48 real hours, before any political action (Section 5.2). |
| Dormant Savings Shield | Partial inflation protection for small home-currency balances of dormant citizens (Section 12.8). |
| Grove / Vote Day | Veldwood’s self-governing city-region / fortnightly bundled referendum ballot. |
| SystemTemplate | The data definition of a nation’s government and economy rules (Section 22.5). |
| Viability floor | Minimum weekly-active human citizens a nation needs for its citizen politics to work – ~25 since v0.7 (was ~150; assumption). |
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