1. Executive Summary & Pitch
Elevator pitch
Harimu is a persistent, browser-based strategy game rendered in Three.js, named for the world it is set on. On Harimu, ten original nations – each with its own government, economy, currency and official faith (or official lack of one) – share one finite map of square tiles and one never-pausing world clock. Every nation is governed by AI. You don’t play a nation and you never rule one: you are a citizen of an AI-governed nation, enrolled once, permanently, living inside its political and economic system alongside other human players and visibly labeled AI citizens. You might vote for the AI presidential candidate whose platform you believe in and speculate on a free-floating currency in a frontier republic; queue for rations, wear the regulation uniform and beat your quota under an AI Chairman who never counts votes but always counts output; rally the commoners behind an AI pretender to a cliff-top throne; keep the dawn Vigil under an AI Oracle who weighs the faithful’s piety; vote every fortnight on laws that a forest confederation’s AI council must obey; or buy shares in a storm-coast merchant republic whose AI board follows the shareholders’ vote. Leaders are AI; laws, wars and treaties are decided by AI leaders – and moved by citizens. Systems never change – only the AI personas running them, and only when citizens move them.
Why this game. Strategy games such as Civilization let one person be a nation and swap governments like gear. Harimu flips the perspective: the system is fixed and you experience it from below, together with hundreds or thousands of other citizens. The fun comes from the differences – the freedom and chaos of a market democracy versus the security and constraint of a planned commune, the intrigue of a royal court versus the duties of a sanctum – and from the collective human politics that push AI rulers: elections, petitions, strikes, protests, quotas, piety, share votes and rebellions. Why AI leaders (v0.7): no player can abuse power over other players, no nation stalls because its leader logged off, small populations still get a living government, and every ruler stays in character – while human citizens remain the only actors whose collective choices can move it.
What it is.
- A persistent online world that runs on real-world time with 12× compression (1 real month = 1 game year; a 4-year democratic term lasts 4 real months). Shards are never wiped or reset; only citizens age, and heirs carry on.
- One account, one nation, forever. Citizenship is chosen at enrollment; after one free change allowed within the first 48 real hours (and only before any political action), it is permanent. A heavily restricted Exile & Asylum mechanic is planned for after launch (Sections 5.2 and 16.2).
- Ten immutable political–economic systems, presented as stylized simulations: liberal democracy with market capitalism; a single-party socialist state with a socialist-oriented market economy; a party-state with state capitalism and special economic zones; full communism with a leader for life and a planned economy; an absolute monarchy; a theocracy; a constitutional monarchy with parliamentary government; a military junta; a federal direct democracy with a welfare economy; and a mercantile oligarchy where political votes follow charter shares.
- AI-run leadership, citizen-driven politics (v0.7): every office is held by an AI leader persona with traits, an ideology, memory, goals and a stated platform, deciding within a deterministic game-legal action set. Citizens move them through their system’s channels – elections between AI candidates, coalition politics among AI parties, binding referendums, quota and loyalty signals, piety, share votes, and in Aurelle and Varkand rebellion behind an AI rival claimant. Party congresses, royal successions, clerical councils, junta rotations, coups and purges still happen – among AI personas, under citizen pressure.
- AI citizens (v0.7): visibly labeled AI citizen agents fill each nation’s population, labor, markets, culture and polls, so a nation feels alive with few humans; a few LLM-backed Notables can be talked to. Humans always outweigh them (Section 11.9).
- A shared, finite tile world where nations expand by buying unclaimed squares, founding cities, signing cession treaties or going to war – with strong protections for offline players and newcomers.
- Citizen-level daily loops (15–45 minutes a day [ASSUMPTION]) that feel different in every nation: jobs, markets or rations, cosmetics or uniforms, free press or state media, migration rights or permits.
What it is not. It is not a political argument or a ranking of real countries. Each system is a game-design abstraction inspired by the broad structure of real-world models, built so that every nation offers real advantages and real costs. No real country, party, leader, flag, religion or ethnic group is depicted; all six faiths in the game are invented (Section 14). The project’s original inspirations were Civilization and the culturally distinct nations of Avatar: The Last Airbender; since v0.3 the game has no elemental theme, and no names, characters, symbols, powers or story elements from either franchise are used (Section 1.4).
| Item | Summary |
|---|---|
| Genre | Persistent multiplayer political strategy / social simulation; real-time (not turn-based) |
| Platform | Desktop browsers first (Chrome, Edge, Firefox, Safari); mobile browsers at Early Access; optional desktop wrapper later |
| Tech (decided v0.6) | Next.js (App Router, TypeScript/TSX) web app with Clerk authentication; Three.js world rendering via React Three Fiber; separate authoritative Node.js/TypeScript realtime game server (WebSockets); PostgreSQL + Redis; Turborepo monorepo (Section 22) |
| Governance (v0.7) | All leadership offices held by AI leader personas (LLM reasoning constrained by a deterministic rules engine); humans are citizens only; AI citizens fill the population (Sections 8, 11.7) |
| Session pattern | Short daily check-ins (15–45 min) plus scheduled ‘big moments’ (elections, debates, AI leaders’ addresses, congresses, battles, coronations) [ASSUMPTION] |
| Business model | Free-to-play with system-respecting cosmetics and an optional supporter subscription; no pay-to-win (Section 26) |
| MVP | 3 nations on a small map: Kindle Republic (democracy/capitalism), Korund (full communism), Aurelle (absolute monarchy) – Section 27; Early Access opens with these three, then nations arrive in waves |
| Launch (1.0) target | 10 nations (decision, October 12, 2026), 512 × 320-square shards, warfare v2, all leadership systems, mobile-web parity – delivered in two post-MVP waves (Section 28) |
| Later (optional) | Player-founded nations from a fixed list of charter templates – not in launch scope (Section 30) |
1.1 Nation roster at a glance
| Nation | Political system | Economic system | Currency (regime) | Religion (official stance) | Citizen fantasy |
|---|---|---|---|---|---|
| Kindle Republic | Liberal democracy; elected President + Assembly; courts; free press | Market capitalism; private firms; progressive tax set by law | Spark (SPK) – free float; independent Reserve Board | Secular pluralism – no state faith; free practice and conversion | “Anyone can rise – and anyone can fall.” |
| The Confluence | Single-party socialist state; collective leadership; Congress every 5 game years; term & age limits | Socialist-oriented market: cooperatives + state enterprises + regulated private trade | Current (CUR) – managed band around a State Bank parity | Secular state; faiths legal once registered; cadres may not be clergy | “Many rivers, one current.” |
| Meridian | Party-state; Paramount Leader; Standing Committee; tightly managed politics | State capitalism; national champions; Special Economic Zones | Gauge (GAU) – crawling peg; capital controls; convertible in SEZs | State-supervised: approved faith associations only | “Order today, prosperity tomorrow.” |
| Korund | Full communism; leader for life; one party; mass mobilization | Central planning; quotas; rations; no private market (a risky gray market exists) | Labor Note (LN) + ration coupons – non-convertible; black market | State atheism – all faiths banned; underground worship | “Nobody falls through the stone.” |
| Aurelle | Absolute monarchy; hereditary crown; royal decree; noble ranks | Royal monopolies, charters and fiefs; tribute and taxes | Crown (CRN) – gold-backed coin; Monarch may debase | State church: Kinward Rite under crown supremacy | “Win the crown’s favor – or crown a rival.” |
| Ilmar Sanctum | Theocracy; Supreme Oracle for life; Council of Elders; vetted lay assembly | Endowment economy; tithe; canon-regulated commerce | Prism (PRM) – floats under Canon rules (no fixed interest) | Theocracy: Lumen Canon is the state faith | “Every duty is a step toward the light.” |
| Hoarvale | Constitutional monarchy; ceremonial hereditary Sovereign; Prime Minister responsible to an elected Parliament; coalitions | Coordinated market: large private Trading Houses, tenure contracts, indicative industrial guidance | Rime (RIM) – free float; Mint & Reserve with an inflation band | Established ceremonial church (Kinward Rite) with full freedom | “The Crown endures; governments answer to you.” |
| Varkand | Military junta: Directorate of the Five Commands; rotating Chair; Mandate Plebiscites; coups are the normal path to power | Arsenal economy: military-run combines, licensed civilian trade, requisition, national service | Ward (WRD) – hard peg; frozen at Red Alert; Field Scrip | Regulated tolerance through the Chaplaincy Corps | “Order first. Everything else after.” |
| Veldwood | Federal direct democracy: self-governing Groves; 7-member collegial Federal Council; citizen initiatives and referendums | Social democracy: market firms, high progressive tax, universal Welfare Floor, Common Fund dividend, wage accords | Bough (BGH) – free float; new money paid out as Citizen Dividend | Secular pluralism – no state faith | “Every voice, every season.” |
| Fulmara | Mercantile oligarchic republic: Grand Council votes weighted by Charter Shares; elected Lodestar (one term); Tribune of the Docks for non-holders | Chartered-company capitalism: route monopolies at auction, low taxes, insurance and bond markets | Charge (CHG) – free float; shareholder-owned bank; Toll Coupons | Chartered pluralism – any faith with a temple charter; Fair-Wind Vow customary | “Fortune is the franchise.” |
1.2 Structure decision: ten nations, one system each
Patrick’s original brief offered two shapes: four elemental cultures crossed with government types, or six to seven nations. v0.1 recommended six nations. On October 12, 2026 Patrick decided to launch with ten nations. The structure is one fixed government, one fixed economy, one currency regime and one official religious stance per nation (v0.3 replaced the element with currency and added religion), with four nations added in v0.2 to maximize distinct citizen experiences and distinct political-transition mechanics.
- Each system keeps a single, readable identity. A citizen should be able to say “I’m Korundi” or “I’m Veldwoodish” and everyone knows what that means – the system, the money in their pocket, the faith (or enforced lack of one) and the look are one package.
- Range of real-world-style systems. The ten now span the main families of government: three democracies that differ in how the people rule (presidential, parliamentary with a ceremonial crown, direct/federal); three party-states that differ in economy (socialist market, state capitalism, full planning); two crowns-and-canon systems (absolute monarchy, theocracy); and two power-bloc systems where force or money is the franchise (military junta, merchant oligarchy).
- Currency and religion make the system tangible. Money shows the economic system every time a citizen is paid, shops or travels (a ration coupon, a debased coin, a dividend); official religious stance shows how much of a citizen’s inner life the state claims (Sections 12.3 and 14).
- Aesthetic is derived from government, culture, climate/geography, currency and religion – not from real ethnicities (Section 24).
- Names kept (decided v0.4): no nation or capital needed renaming for the element removal. Kindle reads as “to spark” ambition, Hoarvale and Veldwood describe frost valleys and forests, Fulmara its storm coast, Steamgate a geothermal industrial port – all geography or culture, not an element system. Names change only if a trademark issue becomes concrete; Kindle is the likely rename candidate (proximity to Amazon’s Kindle brand), so 2–3 fallback names are prepared during pre-production (Appendix A).
- Scalable: MVP still ships three contrasting nations; the other seven slot into reserved regions of the map in two waves without restructuring (Sections 27–28).
1.2.1 Why these four new nations
Seven candidate systems were assessed against two tests: (1) does a citizen’s day feel different from all six existing nations, and (2) does the nation add a new way for power to change hands? The four chosen each add a transition mechanic no other nation has.
| Candidate | Citizen experience vs the existing six | New transition mechanic? | Decision |
|---|---|---|---|
| Constitutional monarchy / parliamentary democracy | Free society like Kindle, but government is formed by coalitions and can fall any week; the crown is a ceremonial celebrity role, the mirror image of Aurelle’s absolute king. | Yes – constructive no-confidence, coalition collapse, snap elections, Act of Settlement (crown moved by law, never by force). | Chosen → Hoarvale |
| Military junta | Life organized around rank, national service, alert levels and checkpoints; power comes from commands, not party or birth. | Yes – coups are the normal path (not a crisis), rotating Chair, Mandate Plebiscite that can force a Conclave of Colonels. | Chosen → Varkand |
| Federal direct democracy + social democracy | Citizens vote on laws themselves every fortnight, sign initiatives, run local Groves; a strong safety net and high taxes – the opposite of Kindle’s sink-or-swim. | Yes – no single leader to depose; collegial council with rotating Speaker; the people overrule by referendum. | Chosen → Veldwood – Swiss-style direct democracy and Nordic-style welfare merged into one nation to cover both |
| Oligarchy / corporate state / mercantile republic | Money buys votes legally: Charter Shares are seats; non-holders organize behind a Tribune and dock strikes. | Yes – hostile takeovers and proxy fights, lot-and-ballot elections, Great Recharter after a rising. | Chosen → Fulmara – merchant republic with corporate-state traits |
| Personalist ‘managed democracy’ | Elections that look competitive but are tilted toward an incumbent. | Partly – overlaps Meridian’s term-limit suspension and reuses Kindle’s ballots; and a game that visibly rigs outcomes conflicts with the rule that system-run counts are honest. | Not chosen; candidate charter template for Section 30 |
| Emirate / sultanate | Hereditary ruler with religious legitimacy. | No – covered by Aurelle (hereditary crown) plus Ilmar (religious authority). | Not chosen |
| Stand-alone Nordic social democracy | Welfare capitalism with elected parliament. | No – parliamentary mechanics covered by Hoarvale; welfare economy merged into Veldwood. | Merged into Veldwood |
1.2.2 Transition coverage across the ten
| Way power changes hands | Nations where it is the main path |
|---|---|
| Scheduled popular election | Kindle (presidential), Hoarvale (parliamentary), Veldwood (Assembly → Federal Council) |
| Government falls between elections (no confidence / coalition collapse) | Hoarvale (unique) |
| The people override leaders on laws (referendum, initiative) | Veldwood (main), Kindle and Hoarvale (rare) |
| Party congress with term/age limits | Confluence (limits fixed), Meridian (limits suspendable) |
| Life tenure ended by death, purge or incapacity | Korund, Ilmar |
| Hereditary succession, usurpation and new houses | Aurelle (absolute), Hoarvale (ceremonial, moved only by law) |
| Coup as routine politics; rotation among commanders | Varkand (unique) |
| Buying power: share accumulation, proxy fights, lot-and-ballot | Fulmara (unique) |
1.3 Title decision and earlier candidates
Quick web searches were run on October 12, 2026 to spot obvious conflicts. These are not legal clearance; a formal USPTO/EUIPO, Steam, app-store and domain search by counsel is required before announcing any name. Decision (v0.5): the title is Harimu, which is also the in-world name of the planet; Body Politic (v0.4 working title) is rejected.
| Title | Why it works | Quick-check notes (Oct 12, 2026) – not legal advice |
|---|---|---|
| Harimu (adopted title, v0.5 – pending formal clearance) | Short, distinctive and pronounceable; doubles as the name of the world the ten nations share, so title and setting reinforce each other. | No game titled Harimu surfaced. Existing uses: stage name of a South Korean dancer/choreographer; a Taiwanese company name; harimu.com (personal site). It is an ordinary Indonesian/Malay word (‘your day’) and a Swahili verb (‘to ban, prohibit’). Details in Appendix A. [VERIFY] |
| Body Politic (v0.4 working title – rejected in v0.5) | The classic metaphor of the state as a body made of its citizens. | No Steam game with this name surfaced. The phrase is the title of a 2024 documentary and of a mission in Assassin’s Creed Unity. It is a common phrase, so it may be hard to register as a strong mark – counsel to advise. [VERIFY] |
| Nations (codename only) | Simple, matches the project folder. | Very crowded (e.g., Rise of Nations, several board and digital games). Keep internal only. |
| Four Banners | Short and heraldic (v0.1 candidate; no longer fits ten nations). | Used as a D&D campaign name and an event name in a Fire Emblem spin-off; ‘four’ also echoes the Four Nations of the Avatar franchise. Not recommended. |
| Fourfold / Elemental Nations | v0.1 element-based candidates. | Dropped in v0.3 with the elemental theme (they also had conflicts: Fourfold Games on Steam; Stardock’s Elemental series). |
| Allegiance | Captures the one-nation-forever rule. | Microsoft Allegiance (2000) is on Steam. Avoid. |
| Sovereign / Sovereignty | Political weight. | Crowded (e.g., Sovereign Reign listed on Steam). Avoid as a single word. |
| Citizen of the Ten | Stresses citizenship and the roster (was ‘Citizen of the Six’ in v0.1; renamed with the 10-nation decision, and it would break if player-founded nations arrive – Section 30). | Not searched in depth – run with the formal search. |
1.4 IP and trademark risk: inspirations, not derivations
The project’s original inspirations were Civilization (nations, governments, tiles) and the culturally distinct nations of Avatar: The Last Airbender (owned by Paramount/Nickelodeon; an officially licensed 4X strategy game, Avatar: Realms Collide, already exists, so the owner is active in this genre). Since v0.3 the game has no elemental theme, which removes most of the earlier proximity to that franchise. The remaining rules, to be confirmed by an IP attorney [VERIFY]:
| Rule | Applies to |
|---|---|
| No franchise names or terms: never use ‘Avatar’, ‘bending/bender’, ‘Fire Nation’, ‘Water Tribe’, ‘Earth Kingdom’, ‘Air Nomads’, ‘Four Nations’, ‘Fire Lord’, or any place, character or organization name from that series or from Civilization, in game, store copy, ads, SEO keywords or influencer briefs. | All text, marketing, metadata |
| No superpowers, no ‘chosen one’. Nobody wields elements or magic; there is no reincarnating bridge figure, ‘balance of the world’ prophecy or comet/eclipse device. Geography and climate (volcanic savanna, glaciers, fog moors, forests, storm coasts) are ordinary terrain. Combat is logistics and armies (Section 15). | Core design, lore |
| Visual distance: no arrow tattoos, topknots-as-signifier, or emblems resembling that series’ insignia; emblems now derive from each nation’s government, currency and faith (Section 24) and get a legal review before reveal. | Art direction |
| Marketing: say ‘citizen strategy’ and ‘live inside a political system’; do not say ‘like Avatar’ or ‘like Civ’ in paid ads or store pages. Press may draw comparisons; we don’t. | Marketing |
| New in v0.3 – currency and faith names: the ten currency names, the Tessera and the six faith names are included in the formal trademark search; faiths must not use real scriptures, prayers, symbols, titles or holy places (Sections 14 and 21). | Names, religion design |