16. Migration & Mobility
Migration rules are one of the clearest ways citizens feel their system. ‘Migration’ here means moving between cities within your own nation; moving between nations is governed by the one-nation rule.
16.1 Internal migration by nation
v0.7: wherever a permit, leave or approval is needed, the decision is made by the nation’s AI (utility model, within the caps below); denials state a reason and can be re-requested.
| Nation | Rule | Cost / friction | State power |
|---|---|---|---|
| Kindle | Free movement | Rent and housing market; moving fee | None; can offer relocation subsidies to frontier cities |
| Confluence | Household registration: move freely, but services (cooperative membership, banded-price markets) need a 7-real-day re-registration | Mild delay | Can incentivize moves to new cities |
| Meridian | Residence permits; SEZ entry permits easier for skilled workers | Permit queue; points system (skills, Standing) | Can open/close SEZ quotas |
| Korund | Relocation requires approval (request → AI Labor Bureau decision in ≤ 48 real hours) | Request may be denied; Suspicion if repeated | Mass relocation orders: the AI Chairman can relocate a work unit or a share of a city’s citizens to build a new city or fill a quota. Charter Limits: max one forced move per citizen per 30 real days; relocated citizens get housing, rations and a Standing bonus. |
| Aurelle | Commoners need their AI lord’s leave to move between fiefs; titled citizens move freely | Lord may charge a fee or refuse; Royal edict can override | Monarch can settle new fiefs |
| Ilmar | Mostly free; pilgrimage routes give temporary moves | Re-dedication at the new sanctum | Can assign clergy |
| Hoarvale | Free movement | Housing market; Trading House transfers keep seniority, quitting resets it | Can offer frontier subsidies |
| Varkand | Free at Green; internal pass at Amber (auto-approved within 12 real hours unless flagged); movement by order only at Red | Checkpoint delays; Suspicion for repeated denied passes | Closed Military Zones on the frontier; garrison postings move soldiers (max one forced move per 30 real days, as in Korund) |
| Veldwood | Free federal movement | Grove votes require 7 real days’ residency (federal votes unaffected); Groves may set local housing rules | Common Fund relocation grants to new Groves |
| Fulmara | Free; ship berths let citizens live aboard and move between port wards on sailing schedules | Port fees; housing bid up near the Exchange | None beyond charters; companies recruit settlers for new ports |
16.2 Between nations: the one-nation rule
- Default (respecting Patrick’s rule, confirmed v0.4): one account, one nation – no emigration, no defection, no second citizenship. Visits (trade, diplomacy, pilgrimage, espionage) are temporary and never change nationality.
- Onboarding grace (decided v0.4): one free nation change within the first 48 real hours and before any political action (Section 5.2). It does not count as the account’s lifetime change.
- ‘Exile & Asylum’ – planned post-launch (decided v0.4; not in MVP, Early Access or 1.0): a citizen may request asylum in another nation once per account lifetime, requiring (a) 180 real days of citizenship, (b) no open investigation or penalty, (c) the receiving nation’s AI leadership’s approval through its own system, (d) loss of all rank, property and titles, and (e) a 60-day ban from voting and pledging in the new nation. To close the spy pipeline, an asylee also cannot enlist, inform or write state media in the new nation for 180 real days, and receiving nations may cap intake per game year [ASSUMPTION]. Korund, Meridian and Varkand treat applying as a crime (high Suspicion; desertion in Varkand); Kindle, Hoarvale and Veldwood accept applications by law; Fulmara sells residency to applicants who buy shares.
- Rejected (v0.4): a second citizenship on a different shard – it would make ‘one account, one nation’ untrue and multiply spy accounts.
- Future interaction: if player-founded nations are added, the one-time Founding Choice (Section 30) and Exile & Asylum share the account’s single lifetime change – an account can use one, never both.
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