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12. Economy

All nations share one production model: land + labor + tools → goods. What differs is the allocation layer: who owns, who decides, and how goods reach citizens.

Figure 5
Figure 5 – Economic flow: shared production core, system-specific allocation layers.

12.1 Resources

TierResourcesUses
BasicFood, timber, stone, ore, fuel, fiberConsumption, construction, tools, cloth.
ProcessedTools, cloth, bricks, steel, goods, arms, medicineProductivity, cosmetics, military, wellbeing.
Signature (one per nation)Emberstone (Kindle), Riverpearl (Confluence), Geotherm core (Meridian), Ironroot (Korund), Skysilk (Aurelle), Sunglass (Ilmar), Frostcore (Hoarvale), Hazequartz (Varkand), Heartwood (Veldwood), Stormcells (Fulmara)National bonuses and high-value exports; each nation’s best industry depends on at least two other nations’ signature goods to encourage trade.
Commons raresThree unique node types in the Commons (names TBD); at ten nations, a second ring of nodes (Section 6.3)Wonders and late-game technologies; main driver of world conflict.

12.2 Allocation by system

NationOwnershipPrice formationWho decides outputTax / revenue
KindlePrivate (citizens, companies, shares)Free market order bookFirms and consumersIncome, sales, land taxes set by Assembly
ConfluenceCooperatives + SOEs + household businessMarket within state price bands for staplesGuidance Plan targets + cooperative votesCooperative levy + SOE profits + modest income tax
MeridianSOEs + licensed private + SEZ firmsMarket; capital controls; SEZ free tradeParty direction via SOE executives; SEZ marketSOE profits, enterprise tax, SEZ fees
KorundState (all productive assets); personal items onlyFixed prices; rations; illegal gray marketFive-Year Plan quotas set by Plan CommissionDirect state ownership of output
AurelleCrown, nobles (fiefs), guilds, commonersChartered markets; royal monopolies fix prices on monopoly goodsMonarch, lords, guild mastersRoyal taxes, fief tribute, monopoly rents
IlmarEndowments + privateMarket with ‘fair-light’ caps on staplesEndowment stewards + marketTithe (flat share of income), endowment returns
HoarvalePrivate; Trading Houses with cross-holdingsFree market; indicative guidanceTrading House boards + marketIncome, corporate and land taxes set by the Moot
VarkandArsenal Combines + licensed privateMarket at Green; price controls and requisition at RedDirectorate via Arsenal; civilian marketCombine output, security levy, requisition
VeldwoodPrivate + Common Fund holdingsFree market; sector wage floorsFirms, consumers, social partnersHigh progressive income tax, Grove taxes, Common Fund returns
FulmaraPrivate chartered companiesFree market; route monopoliesCharter-holding companiesCharter auctions, port tolls, excise (low)

12.3 National currencies (v0.3 – replaces the element attribute)

Every nation issues its own currency, and the currency behaves like the nation’s economic system: a capitalist float that can crash, a socialist band, a pegged and controlled party-state currency, a non-convertible ration economy, a gold coin a king can debase, money under faith rules, a dividend currency, and shareholder bank money. Citizens feel the system every time they are paid, shop or travel. All names are original working names pending the trademark search (Section 1.4).

Figure 6
Figure 6 – Currency regimes: how freely each currency converts (x-axis) against who controls printing (y-axis). Everything except Korund’s Labor Note settles through the neutral Commons Clearing House in Tessera. Placement is a design intent, not a measurement.
NationCurrency (code)RegimeWho prints / sets the rateDistinctive behaviorBlack-market pressure
KindleSpark (SPK)Free floatIndependent AI Reserve Board (5 AI governors; nominated by the AI President, confirmed by the AI Assembly; staggered terms)Private banks, interest-bearing loans, deposits, stock market; booms, busts and bank runs are possible; deposit insurance only if legislatedVery low
ConfluenceCurrent (CUR)Managed band ±5% around a central parity [ASSUMPTION]State Bank under the Premier; parity reviewed each game quarter by the PolitburoCooperative credit unions; staples priced in bands; per-citizen limit on converting Currents abroad each game monthLow (a ‘kerb rate’ appears when the band is far from the market)
MeridianGauge (GAU)Crawling peg to the Tessera; capital controlsStanding Committee (peg moves ≤ ±2% per game month [ASSUMPTION]); People’s Bank runs reservesTwo tracks: onshore Gauges are convertible only with a licensed quota; SEZ accounts convert freely. Big reserves let Meridian keep the Gauge cheap to boost exportsMedium (quota arbitrage between SEZ and onshore)
KorundLabor Note (LN) + ration couponsNon-convertiblePlan Commission under the ChairmanWages in Labor Notes at fixed prices; weekly coupons for food, clothing and goods that expire and are non-transferable; foreign trade only through the State Trade Bureau (barter or earned Tessera). Extra printing shows up as shortages and queues, not price rises (repressed inflation)High – foreign cash is illegal, so a street rate thrives
AurelleCrown (CRN)Gold-backed coinMonarch by decree; Royal Mint and Royal TreasurerConvertible to bullion at a declared mint parity. Debasement (more Crowns per bar) gives the crown an instant windfall but drops Currency Confidence; full-weight old coins are then hoarded and trade at a premiumLow–medium (spikes after debasement)
IlmarPrism (PRM)Float under faith rulesTreasury of Endowments; issuance certified by the Guardian SynodFictional Clear Measure rules: no fixed-interest loans – credit via profit-sharing Lightshare partnerships and asset-backed leases; no short selling or leverage; trading pauses on Stilldays; tithe collected in PrismsLow (‘shadow lending’ at interest is a canon offense)
HoarvaleRime (RIM)Free float with an inflation bandIndependent Mint & Reserve; the Moot sets the target band each termConservative ‘safe’ currency; Trading House bonds; coins restruck with each new Sovereign’s portrait (cosmetic)Very low
VarkandWard (WRD)Hard peg to the Tessera; suspendableArsenal Marshal with Directorate approvalConvertible at the peg at Green; quotas at Amber; convertibility suspended and foreign balances frozen at Red Alert; troops and requisitioned firms paid in Field Scrip, redeemable for Wards after the alertMedium (a ‘fog rate’ when the peg is set too high)
VeldwoodBough (BGH)Free float, dividend currencyFederal Bank (board elected by the Federal Assembly); issuance rule changeable only by referendumPeople’s issuance: new Boughs created for growth are paid out equally in the yearly Citizen Dividend, alongside Common Fund resource rents – no money enters through banks firstVery low
FulmaraCharge (CHG)Free float, bank moneyBank of the Arc – a chartered bank owned by Charter Shareholders; Council of Ten can impose reserve rulesMost Charge is bank deposits; dividends paid in Charge and in Toll Coupons (tradeable tokens redeemable against future port tolls); a bank run on the Arc is a real crisis that the Council must resolveLow (but a money-laundering magnet – Section 12.10)

Design note. These regimes are stylized analogues of broad real-world monetary arrangements (floating, banded, pegged, commodity-backed, non-convertible), simplified for play. The faith-finance rules of the Prism are invented for the Lumen Canon and are not modeled on any real religion’s law.

12.4 Money supply, printing powers and inflation

Each nation has one money-supply lever. Who holds it, and how far they can pull it, is part of the immutable system; since v0.7 every printing authority below is an AI body, and the caps are hard limits in its legal action set (Section 8.18). Inflation follows a deliberately simple, visible rule: the national Price Index drifts toward money supply ÷ real output with a lag of a few game weeks [ASSUMPTION – tune in bot simulations]. Fixed-price systems (Korund always; Confluence staples; Varkand at Red Alert) show the same pressure as shortages, queue times and a widening black-market premium instead of price rises.

NationPrinting authorityNormal cap per game monthEmergency routeTypical temptation and consequence
KindleReserve BoardUp to 3% of money supply [ASSUMPTION]Assembly 2/3 can order a one-off stimulus up to 10%Cheap money before elections → inflation and a falling Spark after them
ConfluenceState Bank (Premier)3%Politburo + 3 of 4 Pillars, up to 10%Defending the band drains reserves; re-centering the parity is a Congress-level fight
MeridianStanding Committee4%Standing Committee 5/7, up to 12%Undervaluation boosts exports and reserves but invites tariffs and sanctions
KorundPlan Commission (Chairman)5% of Labor NotesChairman alone, up to 15%Paying bonuses in unbacked notes → empty shelves, rising street rate, Unrest
AurelleMonarchRe-coinage within 5%Debasement by decree, up to 15% per game yearWindfall for wars and festivals → lost Currency Confidence, hoarding, angry nobles
IlmarTreasury of Endowments + Synod certification3%Oracle’s Edict, up to 8%Low inflation, slow credit; interest-free rules limit leverage booms and busts alike
HoarvaleMint & Reserve (independent)Whatever keeps inflation inside the Moot’s bandMoot majority can widen the band once per termStable, trusted; governments complain the Reserve is too tight
VarkandArsenal Marshal (Directorate)4%Directorate majority at Red Alert, up to 15% in Field ScripWar financing through scrip → post-alert redemption crunch
VeldwoodFederal BankRule-based issuance paid as dividendReferendum onlyVoters may vote themselves a bigger dividend → inflation they then feel
FulmaraBank of the Arc (shareholders)Reserve ratio set by the Council of TenTen majorityCredit booms that enrich holders; bank runs hit small depositors first
  • Hard ceilings (Charter Limit, confirmed v0.4): no nation can create more than 15% of its money supply in one game month by any route, and no more than 30% in a game year [ASSUMPTION]. A full hyperinflationary collapse therefore cannot happen: no currency becomes worthless, is abolished or has to be replaced, and there is no ‘currency collapse’ event.
  • Reckless printing still hurts (v0.4): printing at the ceiling year after year compounds – 30% a game year is roughly 2.2× in three game years (about three real months) – and brings painful, visible inflation: wages, rations-in-cash and dividends lag prices, savings erode, the exchange rate and Currency Confidence fall, import prices and the black-market premium rise, Unrest grows and World Reputation drops. It is a political disaster for the rulers who chose it, not a broken server.
  • Currency reform: if the Price Index rises above 3× its Age starting level, the authority may hold a redenomination (drop zeros; new notes art) – a purely cosmetic reform that restores a little Currency Confidence; balances are converted exactly and nothing is wiped [ASSUMPTION].
  • Currency Confidence (0–100) falls with inflation, reserve losses, debasement, devaluation, sanctions and lost wars; it raises or lowers the exchange rate’s ‘fundamental drift’ (Section 12.6), the black-market premium (Section 12.9) and feeds Stability.
  • Money sinks (critical for a persistent economy): taxes, upkeep, construction, decay of tools and clothes, war losses, market and exchange fees, temple building and charity. Every source of money must be matched by sinks in balancing reviews.

12.5 The Tessera and the Commons Clearing House (neutral reserve and trade unit)

A world of ten currencies needs a neutral yardstick that no player government controls. The Commons Clearing House is a system-run, neutral institution (like the World Registry that sells Wildlands) seated in the Commons. It issues the Tessera (TSR) – named for the small square tiles of a mosaic, echoing the map’s squares.

  • What it is: a unit of account and reserve asset defined as a basket of the convertible currencies, weighted by each nation’s share of settled world trade over the previous Age, re-weighted at each Age boundary [ASSUMPTION]. Korund’s Labor Note is never in the basket.
  • How it is created: only when a treasury, licensed bank or chartered company deposits basket currencies with the Clearing House (and destroyed when they are withdrawn), plus a small issue backed by royalties from jointly developed Commons rare nodes. No nation can print Tessera.
  • Who holds it (decided v0.4): treasuries, central banks, licensed exchange dealers, chartered companies – and ordinary citizens. Any citizen may hold Tessera and trade currencies through licensed exchanges (licensed dealer desks, bank counters and Clearing House kiosks), within their home system’s limits: only the verification-tier limits in the free-floating nations, quotas and caps in the controlled economies, and none in Korund, whose non-convertible system is fixed (Section 12.8).
  • What it is used for: quoting every currency (one order book per currency against TSR), settling cross-border trade, pricing treaties, land sales, reparations and aid, and holding national reserves that a single rival cannot freeze.
  • Neutrality: the Clearing House has no officials at all – human or AI – and runs on system rules only; it cannot be captured in war; Commons conquest does not give control of it. It can only be restricted by the multilateral rule in Section 13.3.

12.6 Exchange rates and the World Exchange

AspectDesign
Order booksOne order book per currency against the Tessera; cross rates are always derived through TSR, so triangular arbitrage loops cannot exist by construction.
ParticipantsTreasuries (defending pegs and bands), licensed dealers, companies, and citizens trading through licensed exchanges within their home rules (Section 12.8); plus a system liquidity provider with a bounded inventory and a wide spread, so thin markets still clear but cannot be farmed.
Fundamental driftA slow pull on each floating rate from visible drivers – trade balance, money growth vs output, reserves, Currency Confidence, Stability, war and sanctions – so the market reacts to national events even with few traders. Player orders dominate day to day [ASSUMPTION – weight tuned in simulations].
Regimes in practiceFloat (Spark, Rime, Bough, Charge; Prism with no shorting): free price within circuit breakers. Band (Current): State Bank must buy or sell at the edges. Crawling peg (Gauge) and hard peg (Ward): the issuer trades at the official rate out of its reserves; if reserves fall below a threshold, a forced devaluation event fires. Commodity (Crown): convertible at mint parity against the gold reserve; a run on gold forces debasement or suspension. Non-convertible (Labor Note): no official market at all.
Circuit breakersFloating rates move at most ±10% per game day; trading pauses for one game hour after a breaker trips [ASSUMPTION]. Prism trading also pauses on Stilldays.
FeesA conversion fee of 0.25–1% [ASSUMPTION] goes to the Clearing House and is destroyed – a money sink that also dampens churn.
VisibilityRates, reserves (with a delay), money supply and Price Index are published for every nation except Korund, whose figures are hidden behind the information fog; foreign analysts see only the black-market street rate as rumor.

12.7 How trade settles

  1. Contract: buyer and seller (companies, cooperatives, state bodies, chartered companies, the State Trade Bureau) agree goods, quantity, delivery and a settlement currency – the seller’s, the buyer’s or Tessera.
  2. Escrow: the buyer’s payment is locked at the Clearing House; tariffs set by both nations are calculated on the contract.
  3. Delivery: goods move by road or sea lane (interdiction, blockade and piracy risks apply; Fulmara underwriters can insure them).
  4. Net settlement each game day (about every 2 real hours): the Clearing House nets all deliveries between each pair of nations, converts at the day’s rate through TSR, pays sellers, collects tariffs for each treasury and writes everything to the double-entry ledger.
  5. Special routes: Korund trades only through the State Trade Bureau, by barter (goods valued in TSR) or with Tessera it has earned; Meridian onshore firms need a quota or an SEZ account; Varkand at Red Alert settles only in goods or Field Scrip-backed state barter.
  6. Treaty tools: trade agreements can add swap lines (treasuries lend each other currency to defend pegs), a payment union (settle in each other’s currencies without TSR fees) or a fixed-rate clause for a fixed term.

12.8 Citizen wallets

Part of the walletDesign
Home accountEvery citizen holds an account in their home currency in the shared ledger; wages, rations-in-cash, dividends and taxes flow here. Integer minor units only; every transfer is atomic.
Foreign holdings and Tessera (v0.4)Sub-accounts per foreign currency and in Tessera, bought and sold only through licensed exchanges (licensed dealers, bank counters, Clearing House kiosks – never peer-to-peer in official accounts). Limits follow the home system: unlimited in Kindle, Hoarvale, Veldwood and Fulmara (only the verification-tier daily limits of Section 20 apply); monthly quota in the Confluence and Meridian onshore (unlimited in SEZ accounts); Aurelle unlimited for nobles, capped for commoners; Ilmar in Tessera and instruments that pass the Clear Measure; Varkand free at Green, quota at Amber, frozen at Red Alert; none in Korund – its non-convertible system is fixed, so foreign money there stays a black-market act.
InstrumentsShares, bonds, Charter Shares and Toll Coupons (Fulmara), Lightshare partnerships (Ilmar), cooperative stakes (Confluence) – each only where the system allows.
Coupons and scripKorund ration coupons (expire weekly, not legally transferable); Varkand Field Scrip (redeemable later).
Cash bundlesPhysical banknotes or coins are inventory items, needed for black markets and smuggling; unlike accounts they can be seized at a checkpoint or lost in a raid (capped – Section 12.10).
Travel moneyVisitors buy local currency at Clearing House kiosks at the official rate (Korund: Bureau rate) and must convert it back or lose it when leaving.
Inheritance and dormancyWallets pass to the heir under the nation’s estate law (Section 5.1). Dormant citizens’ balances are never charged fees or negative interest. Dormant Savings Shield (decided v0.4): while a citizen is Dormant or Archived (Section 17.4), home-currency savings up to a cap (about 30 game days of the nation’s median wage [ASSUMPTION]) are protected against half of the Price Index rise during the absence [ASSUMPTION], credited once on return from the national treasury’s welfare line (spending, not new money, so it never breaches emission caps). Balances above the cap, foreign holdings and instruments erode normally; verified accounts only; it cannot be farmed by short absences. Not needed in Korund, whose prices are fixed.
DisplayThe wallet shows each holding in the home currency and in TSR, with the official rate and – where a black market exists and the citizen has heard of it – the rumored street rate.

12.9 Black markets

  • Why they appear: whenever the official price of money differs from what people would pay – non-convertibility (Korund), pegs set too high (Varkand, Meridian onshore), ration coupons, debasement (Aurelle, for full-weight coins), sanctions and embargoes.
  • How they work: private cash-bundle trades between players at a negotiated street rate; the system publishes a rumored rate from recent illicit trades (deliberately noisy). Gray-market dealers, smugglers and moneychangers are careers – legal in some nations (a licensed moneychanger in Fulmara), crimes in others.
  • Risk: each illicit trade adds Suspicion where it is a crime; checkpoints, informers and audits can seize cash bundles; punishments are capped like all others (e.g., Korund’s Correction Duty ≤ 7 real days).
  • State response: a regime can crack down (more Suspicion and seizures, Grievance rises), legalize partially (SEZ accounts, licensed moneychangers), devalue to close the gap, or tolerate it as a pressure valve – a real policy choice.
  • Foreign smugglers (decided v0.4): foreign players – e.g., a Fulmara smuggler or licensed moneychanger – may buy and sell Korund Labor Notes and other cash bundles at the street rate, under the same per-citizen illicit caps, checkpoint seizure risk and the rule that street rates never enter official settlement. This keeps smuggling a cross-border career and the street rate a real signal.
  • Bounds: per-citizen daily illicit volume caps and a risk premium keep the black market a thrill and a signal, not an infinite arbitrage machine (Section 12.10).

12.10 Anti-exploit rules for money

ExploitRule
Real-money trading (RMT)No real-money path to any currency, Tessera, share, coupon or instrument, ever (Section 26). Selling in-game money for real money breaks the terms; detection via trade graphs and payment signals.
Duplication, roundingOne double-entry ledger; integer minor units; atomic conversions; daily reconciliation; event sourcing allows rollback.
Arbitrage loopsAll cross rates derived through TSR; conversion fees; one settlement price per game day for trade contracts; system liquidity provider has bounded inventory and a wide spread.
Insider trading on policyRate, peg and printing decisions are made by AI officials (v0.7); their drafts are invisible to every human, to Notables and to other nations’ AIs until executed, so no player can trade on them; peg moves, devaluations and debasements execute at a random moment inside a published window; decision records are logged for staff audit and, in democracies, published in the Reasoning Brief after execution.
Treasury raidsEmission caps (Section 12.4); treasury and reserve spending caps per real day without a council vote, enforced as AI behavior constraints (Section 8.18); reserves can never be transferred to private wallets, human or AI.
Laundering through Fulmara or SEZsLarge cross-border transfers settle with a one-game-day delay and are screened for circular flows between linked accounts; anomalies go to human review.
Newcomer farmingDaily conversion and transfer limits by verification tier (Section 20); no conversion bonuses for new accounts.
Black-market abusePer-citizen daily caps on illicit volume; street rates cannot be used for official settlement; seized cash is destroyed (a sink), not handed to the seizing player beyond a small capped reward.
Dividend loopsVeldwood’s Citizen Dividend and Fulmara’s Toll Coupons are paid only from real issuance, rents and toll revenue already collected; coupons have a maximum redemption per game month; dividends go only to active, verified citizens.
Debt trapsPlayer loans need collateral; bankruptcy wipes debt beyond collateral; no debt can block a citizen’s daily loop or voting.

12.11 Planning (Korund) – how the plan works

  1. Every 150 real days the AI Plan Commission sets national targets per resource: the utility model proposes feasible targets from capacity data; the AI Chairman’s deliberation picks the ambition level (Section 8.3).
  2. Targets break down into quarterly quotas per city and work unit.
  3. Human and AI citizens’ shifts fill quota bars; human over-fulfilment earns medals and Standing and is the strongest signal the AI Chairman reads; under-fulfilment triggers inspections of AI managers and lost bonuses for work units.
  4. Rations are drawn from plan output; a shortfall cuts rations and Stability.
  5. Gray-market activity rises when rations fall – illegal but stabilizing in the short term (a deliberate tension for the AI security organs).

12.12 Taxation and budgets

Each nation has a budget screen with the same categories – defense, infrastructure, welfare, culture/propaganda/faith, administration, reserves – but different AI authorities (citizens see the budget per their nation’s transparency rule, Section 8.6; Veldwood’s budget is still subject to human referendum): the Assembly (Kindle), the Politburo and Premier (Confluence), the Standing Committee (Meridian), the Chairman (Korund), the Monarch (Aurelle), the Assembly of the Faithful with Synod sign-off (Ilmar), the Moot on the Cabinet’s proposal (Hoarvale), the Directorate (Varkand), the Federal Assembly subject to referendum (Veldwood), the Council of Ten with Grand Council approval (Fulmara). Rates move only within system bands (e.g., Kindle income tax 0–50%; Veldwood 25–60%; Fulmara excise 0–15%; Ilmar tithe 5–15%) [ASSUMPTION].

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