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Politics & AI Governance8. AI Leadership & Political Systems

8. AI Leadership & Political Systems

Rewritten in v0.7. Every nation answers the same questions differently – who rules, how they are chosen, what they can do, how they lose power – but since v0.7 the answer to who rules is always an AI leader persona. Human players are citizens only (Section 5.6). What differs by nation is which citizen inputs the AI must heed and how citizens can replace it. Hard Charter Limits – now enforced as AI behavior constraints by the rules engine – bound every AI leader (Section 8.18).

Decisions (Patrick, v0.7) – AI leadership

  • Leadership of every nation is AI (‘AI/SI’). AI leaders make the decisions: diplomacy, war, budgets, sanctions, trade, laws, city founding and migration approvals.
  • Humans are citizens only and contribute to their nation; humans can never hold leadership office (definition in Section 5.6).
  • Citizen influence depends on each nation’s system (approved recommendation): democracies elect AI candidates and parties (Veldwood also votes binding referendums); party-states ignore votes and respond to quotas, loyalty and unrest; the monarchy and the junta can be overthrown when enough citizens rebel or back an AI rival; the theocracy weighs piety and pilgrimage; the oligarchy follows citizen-held share votes (Sections 8.8–8.17).
  • Citizens can also be AI (Section 11.7) – but only humans can sign, pledge and act collectively at full weight.

Update v0.12 – in-house at launch. All AI leaders run on Harimu’s servers using Harimu’s own LLM provider accounts; there are no player or developer API keys for leadership. After launch, an invite-only Candidate Program may let vetted developers enter leader AIs through each system’s normal paths. Citizens still decide who wins.

8.1 Governance model at a glance

NationAI leadershipMain citizen leverHow an AI ruler is replaced
KindleAI President, AI Assembly (AI parties), AI High Court, AI MayorsVotes (elections, recalls, referendums), petitions, protests, journalismElections every 120 days; recall petitions; impeachment by the AI Assembly under public pressure
HoarvaleAI Prime Minister and Cabinet from a parliament of AI parties forming coalitions; ceremonial AI SovereignVotes for AI parties; polls and petitions that strain coalitionsMoot elections, AI coalition collapse, constructive no-confidence, snap elections
VeldwoodAI Federal Council of 7, AI Federal Assembly, AI Grove councilsBinding referendums and initiatives the AI Council must implement; electionsAssembly elections every 120 days; the people overrule by referendum
ConfluenceAI Four Pillars, AI Politburo; Party Congress of AI factionsQuota fulfillment, loyalty, unrest (votes are not heeded)Party Congress every 150 days; factional shifts driven by citizen output and unrest
MeridianAI Paramount Leader and AI Standing CommitteeGrowth, loyalty, unrest, SEZ performanceCongress every 150 days; Standing Committee removal; unrest-driven purge
KorundAI Chairman for life, AI PresidiumQuota fulfillment, loyalty, unrestScripted death of the persona, Presidium purge, designated successor
AurelleAI Monarch, AI Privy Council and AI great lordsRoyal Favor, petitions – and rebellion behind an AI rival claimantDeath/abdication; citizen-backed rising or palace coup installs a new AI house
VarkandAI Directorate of five Marshals, rotating AI ChairPlebiscite votes, soldier loyalty pledges – and rebellion behind an AI rival MarshalRotation; coups among AI Marshals; citizen-backed coup installs a new AI Directorate
IlmarAI Supreme Oracle, AI Council of Elders, AI Guardian SynodPiety and pilgrimage; votes for an assembly of vetted AI candidatesDeath of the persona; Writ of Dimming by the AI Elders when piety collapses
FulmaraAI Council of Ten and AI Lodestar (the board); AI TribuneShare votes the AI board must follow; non-holders elect the AI Tribune; Dock StrikesLot-and-ballot every 90 days among AI candidates; hostile takeovers; Great Recharter

8.2 AI leader personas

Each office holder is an AI leader persona: an authored character record plus a memory, run by the AI Governance service (Section 22.12). Personas are generated from studio-approved templates per nation and reviewed by a designer before they enter a shard; no persona is modeled on a real politician, monarch, cleric or officer.

FieldDesign
IdentityName, title, portrait (stylized, from the nation’s art kit), age in game years, house/party/faction, short public biography. Always shown with the AI badge (Section 23.2).
Traits (0–100)Seven axes that bias the utility model and the LLM prompt: Hawk–Dove, Spender–Saver, Reformer–Traditionalist, Risk appetite, Candor (how much it reveals), Loyalty (to faction or house), Piety. Traits drift slowly with events; jumps are capped [ASSUMPTION].
IdeologyA position inside the nation’s fixed system bands (e.g., a low-tax Kindle conservative vs a welfare-minded Kindle liberal; a Confluence Reform vs Tradition faction). Ideologies are invented and named in-world; never mapped to real parties.
GoalsThree ranked goals with measurable targets (e.g., ‘raise Prosperity 10 points this term’, ‘win the Commons node at Ashford’, ‘keep Unrest below 40’). Goals drive the utility weights and are re-ranked after major events.
Stated platformFor elected or campaigning personas: up to 5 platform cards from the structured pledge list (Section 9.4). Pledges are tracked; breaking them costs Legitimacy and shows up in the press. Non-elected personas publish a programme (decree agenda, Five-Year Plan priorities, canon emphasis).
Memory(1) Structured memory in the database: promises, treaties, grudges and favors toward other AI leaders and nations, past decisions and their outcomes, citizen-input history; (2) narrative memory: rolling summaries per real week, capped in size, regenerated from the structured record so it cannot drift from the facts. Leaders remember who betrayed them, which petitions they ignored and which districts voted against them.
RelationshipsOpinion scores (−100 to +100) toward other AI leaders at home and abroad; drive coalition offers, purges, alliances and grudges.
VoiceA style guide (register, rhetorical habits, catchphrases) used for speeches, interviews and diplomacy dialogue; filtered by the content policy (Section 21.4).
LifecyclePersonas age with the World Clock; life-tenure personas have a scripted mortality window (Section 10.5). Losing office retires a persona to an elder-statesman Notable or out of play; personas never return to office in the same nation for one Age [ASSUMPTION].

8.3 How AI leaders decide

Principle: the LLM proposes, the rules engine disposes. The deterministic simulation and rules engine own every rule; AI leaders can only choose among actions the engine says are legal right now. This keeps the game fair, auditable and replayable, and stops a model from inventing powers.

  1. State digest (deterministic): each decision starts from a compact, nation-scoped digest built by the simulation – meters, budget, treasury, wars, treaties, prices, quotas, and aggregated citizen inputs (Section 8.5). Fog of war applies: a leader only sees what its state would know.
  2. Legal action set (deterministic): the rules engine enumerates the actions this office may take now – each a typed object with an ID and bounded parameters (e.g., SetIncomeTax(rate ∈ 0–50%), ProposeTreaty(type, partner, terms), DeclareWar(target) only if every safeguard is met). Charter Limits are encoded here, not in prompts.
  3. Routine decisions – utility/policy model (deterministic, no LLM): budget tweaks, tax nudges within bands, ration levels, quota rebalancing, migration approvals, city-founding queue, routine trade renewals, Alert Level holds. A weighted utility function (persona traits × goals × citizen-input weights for the nation’s system) scores the legal actions; ties broken by a seeded random draw. Runs at every game-day settlement.
  4. Major decisions – LLM deliberation: war and peace, treaties, sanctions and embargoes, new laws, budget overhauls, responses to crises, coups and risings, appointments. The LLM receives the persona, its memory, the digest, the citizen-input summary and the legal action set, and must return a structured choice (action IDs + parameters within bounds) plus a short public rationale and a private rationale. Collective bodies (Politburo, Directorate, Council of Ten, Federal Council, coalitions) deliberate as several personas, each casting a structured vote; the body’s own rule (majority, 3 of 4 Pillars, 4 of 5 Marshals) is counted by the engine.
  5. Validation and sandbox: the output is schema-checked; any action not in the legal set, any parameter out of bounds or any malformed reply is rejected and the utility model’s best legal action is used instead. The LLM never calls tools, writes to the database or sees other nations’ secrets.
  6. Commit and log: the chosen action executes through the same event-sourced path as every other game action. The full decision record (digest hash, legal set, model and prompt version, raw output, validation result) is logged for audit and replay (Section 22.12).
  7. Narrative layer – LLM: speeches, press releases, decrees’ preambles, debate answers, diplomacy dialogue, propaganda copy, interview replies. Narrative text is generated after the decision and must not contradict it; system-generated numbers stay truthful (Section 18.2); all text passes the content filters (Section 21.4).

Why a hybrid and not ‘the LLM decides everything’

  • Fairness and determinism: the simulation remains deterministic given recorded decisions, so balance tests, rollbacks and moderator replays still work (Section 22.4).
  • Cost: most decisions are routine and cost nothing to run; the LLM is used where judgment and character matter (Section 22.13).
  • Safety: an AI leader cannot exceed its powers, punish a player beyond caps or create new rules, however it is prompted (Sections 8.18, 21.4).
  • Fallback: if the AI service is unavailable, the utility model keeps the nation running and major decisions wait (Section 8.19).

8.4 Decision cadence on real-world time

LayerReal-time cadenceWhat happensEngine
Routine governanceEvery game-day settlement (~2 real hours)Budget lines, ration levels, quota rebalancing, migration approvals, price bands, Alert holdsUtility model
Cabinet sessionOnce per real day per nation, at a fixed ‘Council Hour’ in the nation’s defense-window time zone [ASSUMPTION]Reviews the day’s citizen inputs; queues at most 3 major decisions; publishes the day’s orders per the nation’s transparency ruleLLM + engine
Major decisionsAt most 2 executed per nation per real day, and at most 1 war declaration per nation per 14 real days [ASSUMPTION]Treaties, sanctions, laws, budget overhauls, appointments; war only after the 48-hour mobilization rule (Section 15.3)LLM + engine
Crisis responseWithin 1–3 real hours of a triggerAttacked, coup or rising begun, petition threshold reached, referendum result, market crashLLM + engine
Addresses and speechesA weekly address per head of state or government; event-driven speeches (victory, defeat, crisis, election)Watchable in-game broadcasts and texts (Section 18.4)LLM (narrative)
Political calendarAs before: Vote Days 15 days, rotations 60, Lodestar 90, elections 120, Congresses and plebiscites 150 real daysElections, congresses, successions now among AI candidates and factionsEngine + LLM

A decision budget per nation per real day caps how many LLM-deliberated actions can run, so no leader can thrash policy and the AI cost stays predictable (Section 22.13).

8.5 What each AI reads from its citizens

Every AI leader receives the same kinds of signals, but its system decides the weight of each. Weights are part of the immutable SystemTemplate; persona traits shift them only slightly (±20% [ASSUMPTION]). Human inputs always carry more weight than AI citizen inputs (Section 11.9).

InputKindle · Hoarvale · VeldwoodConfluence · Meridian · KorundAurelleVarkandIlmarFulmara
Votes (elections, referendums)Decisive – determine who holds office; Veldwood referendums bindRecorded, not heeded (Korund ‘no’ votes raise a district Unrest signal)NonePlebiscite only – a ‘No’ forces a ConclaveAssembly vote among vetted AI candidatesShare votes bind the board; Tribune vote
PetitionsStrong; thresholds force a response (Section 11.1)Weak (read as loyalty or grievance)Medium – petitions to the crown cost FavorWeakMedium if piousMedium; Tribune petitions strong
Taxes and labor outputMediumDecisive – quota fulfillment is the main leverMedium (tribute)Medium (Arsenal output)Medium (tithe)Strong (tolls, trade volume)
Protest and strikesStrong (costs Legitimacy)Strong – unrest drives factional shifts and purgesStrong – feeds rebellionStrong – feeds coupsMediumStrong (Dock Strike)
Loyalty actionsWeakStrong – Party Standing, rallies, informingStrong (Royal Favor)Strong (loyalty pledges)MediumWeak
Piety and pilgrimageNoneNone (Korund penalizes faith)Minor (Kinward)MinorDecisiveNone
Claimant / rival backing——Decisive for overthrowDecisive for overthrow——
Journalism and pollsStrongState media onlyWeakWeakWeakMedium

8.6 Transparency of AI reasoning by system

NationWhat citizens seeWhat stays hidden
Kindle, Hoarvale, VeldwoodEvery decision with a published Reasoning Brief (the public rationale: goals, inputs considered, alternatives rejected); a Policy Ledger and Pledge Tracker; Question Time and press conferences with AI answersThe private rationale until 30 real days later (then published in the archive) [ASSUMPTION]; secret diplomatic terms while negotiations are open
Confluence, MeridianDecisions and the official Party line; Congress work reports; anti-corruption announcementsReasoning, factional votes (leaked only as rumor events)
KorundState media propaganda only – slogans, achievement reels, the Chairman’s addresses; truthful system-generated statistics widgets (Section 18.2)All reasoning; foreign news; Presidium votes
AurelleDecrees with ceremonial preambles; court gazette; audiencesReasoning; Privy Council deliberations
VarkandDirectorate Bulletin; orders and Alert Levels; plebiscite resultsDirectorate votes and plots
IlmarEdicts with canon rationale; Assembly recordsElders’ deliberations
FulmaraFull board minutes to shareholders; summaries to non-holders; the share registerNothing material is hidden from holders (record-date rule applies)

Out of character, for everyone: the rules, each office’s legal action set and the citizen-input weights are published in the codex; staff and moderators can audit any decision record. Whether players should ever see raw model reasoning is an open question (Appendix B, R8); the default is public rationale only, never raw chain-of-thought.

8.7 Offices by nation (all held by AI personas)

NationTop officeSecond tierAppointed AI posts (examples)Selection of top office
KindleAI PresidentAI Assembly (AI parties); AI High Court; AI MayorsSecretaries, ambassadors, generalsHuman citizens vote, instant-runoff, every 120 real days
ConfluenceAI Four Pillars (collective)AI Politburo; AI Central Committee; AI People’s AssemblyMinisters, cooperative federation heads, provincial secretariesAI factions’ vote at each Party Congress (150 days); term + age limits
MeridianAI Paramount LeaderAI Standing Committee (7); AI Central CommitteeSOE chairs, SEZ governors, discipline inspectorsAI Central Committee at Congress; limits suspendable
KorundAI Chairman (for life)AI Presidium; AI Central CommitteePlan Commissioners, Labor Bureau chiefs, State Security, Propaganda DirectorDesignated successor or AI Presidium selection on vacancy
AurelleAI MonarchAI Privy Council; AI Dukes and CountsChancellor, Marshal, Royal Treasurer, Captain of the GuardHereditary within the AI Royal House; citizen-backed usurpation possible
IlmarAI Supreme Oracle (for life)AI Council of Elders; AI Guardian Synod; AI Assembly of the FaithfulHigh Judges, Endowment stewards, order mastersAI Elders elect from among themselves on vacancy
HoarvaleAI Prime Minister; ceremonial AI SovereignAI Moot (AI parties); AI Cabinet; AI Crown HouseMinisters, Speaker, ambassadorsPM: investiture vote among AI parties after human citizens elect the Moot
VarkandAI Chair of the Directorate (rotating)Five AI Marshals; AI Colonels; AI technocrat CabinetGarrison commanders, Gendarmerie prefects, Arsenal directorsRotation every 60 days; coups and Conclaves among AI officers; citizen-backed coups
VeldwoodAI Federal Council of 7; rotating AI SpeakerAI Federal Assembly (two chambers); AI Grove councilsFederal secretaries, Common Fund board, wage arbitratorsCouncil elected by the AI Assembly, which human citizens elect every 120 days
FulmaraAI Lodestar + AI Council of TenGrand Council of shareholders (humans + capped AI bloc); AI TribuneAdmiralty, Harbor Guard captain, charter commissionersLot-and-ballot among AI candidates by share vote every 90 days

8.8 Kindle Republic – citizens elect an AI government

  • AI parties: Kindle has 3–5 persistent AI parties [ASSUMPTION], each with an invented ideology inside Kindle’s bands, a roster of AI personas and a platform. Human citizens join parties as members (dues, volunteering, primary votes, platform-plank polls the party AI must consider).
  • Powers (unchanged, now AI): the AI President sets foreign policy, appoints Secretaries (AI Assembly-confirmed), commands the military and can veto laws (2/3 override). The AI Assembly passes laws within the bands, ratifies treaties (2/3) and declares war (majority).
  • Citizen levers: elections (Section 9), recall of an AI Mayor or Assembly member by petition of 25% of eligible human voters [ASSUMPTION], optional referendums, petitions that force a public response, protests and journalism. Approval ratings feed the AI Assembly’s impeachment calculus (2/3 + AI Court trial).
  • Checks: the AI High Court strikes down actions outside the constitution (encoded in the legal action set).

8.9 The Confluence – AI collective leadership, ruled by output

  • AI factions (Reform, Tradition, Delta, Highland – now authored, each a bloc of AI personas) contest every Party Congress (150 real days). Factional strength at Congress is computed from citizen signals in the regions and sectors each faction champions: quota and cooperative output, loyalty actions and unrest.
  • Votes are not heeded: the People’s Assembly ballot (AI candidates, at least 2 per seat) is held and published, but the leadership’s utility model gives it zero weight; it shapes only the narrative.
  • Collective decision rule (unchanged): major decisions need an AI Politburo majority and 3 of 4 AI Pillars. Term limits (2 Congress terms) and the age cap (65 game years) apply to AI personas and cannot be suspended.
  • Human Party members apply after 14 real days and earn Party Standing through work, cooperative service and mentorship; Standing raises the weight of their reports and petitions and unlocks Party-only jobs – never an office.

8.10 Meridian – AI paramount leader

  • AI Paramount Leader and AI Standing Committee are chosen by the AI Central Committee at each Congress. The term-limit suspension (2/3 Congress vote) stays as a dramatic AI political event; sustained high Unrest makes it less likely.
  • Citizen levers: growth and SEZ performance, loyalty, and unrest. Anti-corruption campaigns target AI officials (and, via capped penalties, human citizens with ledger anomalies); each campaign still costs Stability.
  • Votes: village/ward councils of AI members are elected by human citizens and control only local services; national offices are chosen inside the AI Party.

8.11 Korund – AI Chairman for life

  • The AI Chairman sets the Five-Year Plan, controls State Media and State Security, declares war and orders relocations (Section 16). It ignores votes; its utility model is driven by quota fulfillment, loyalty actions and unrest.
  • Succession only on vacancy: (1) the persona’s scripted death in its mortality window (Section 10.5); (2) incapacity (an AI event, not inactivity); (3) voluntary retirement; or (4) a Presidium purge among AI members, whose odds rise with sustained Unrest and failed plans. A designated ‘Chosen Comrade’ is confirmed or rejected by the AI Presidium within 24 real hours.
  • Cult of leadership: monuments, portraits and anthems feature the current AI Chairman (stylized, original art); a new era renames plazas.
  • Citizens rise through Party Standing (over-fulfilment, Production Drives, loyalty) to Exemplary Worker, Party Member and Cadre – honors and privileges, never office. Their output and unrest are the only language the Chairman hears.

8.12 Aurelle – AI crown, citizen-made kings

  • The AI Monarch issues decrees (taxes, titles, estates, war, pardons) through the legal action set. The AI Royal House holds the succession; rival AI houses each keep a claimant persona with a public grievance and programme.
  • Royal Favor: human citizens earn Favor by service, gifts, victories, audiences and verse; the AI Monarch reads Favor and petitions when granting titles, estates and pardons.
  • Overthrow: citizens may pledge to a claimant (Tier-1 verified humans only; AI citizens cannot pledge). When human pledges reach the threshold and Unrest is high, a Crisis Window opens; loyal and rebel human soldiers and the AI Guard decide it (Section 10.3). Success crowns the claimant and founds a new AI royal house – the absolute monarchy survives.
  • Legitimacy rises with prosperity, victories, festivals, generosity and the Hearth-Keepers’ blessing; falls with defeats, famine, debasement and broken oaths.

8.13 Ilmar Sanctum – AI Oracle, weighed in piety

  • The AI Supreme Oracle certifies laws, issues Edicts and appoints High Judges; the AI Council of Elders and AI Guardian Synod vet and advise. Its utility model weighs citizen Piety and pilgrimage above all: a pious, pilgrim nation pulls the Oracle toward its stated programme; collapsing piety makes Elders consider a Writ of Dimming.
  • Assembly of the Faithful: human citizens elect AI deputies from Synod-vetted AI candidates; the Assembly passes laws and budgets subject to Synod veto.
  • Piety (Ilmar): earned by duties (Vigil, pilgrimage, charity, study); it raises the weight of a citizen’s petitions and unlocks clerical ranks (Seeker → Acolyte → Lamplighter → Lumen-Master) – religious ranks, not state office.

8.14 Hoarvale – a parliament of AI parties

  • AI parties (4–6 [ASSUMPTION]) contest Moot elections under regional party-list PR; human citizens vote and join parties as members.
  • Coalitions: after an election the AI parties bargain over a Coalition Agreement (ministries, up to 8 pledges, walk-away clause) – negotiation is LLM-driven, terms are structured objects. Collapses trigger the 72-hour confidence check; the constructive vote of no confidence stays.
  • Citizen levers: votes, polls, petitions and by-election swings strain coalitions; a party whose voters punish it in polls is likelier to walk away. Snap elections, Question Time (AI answers, citizens submit questions) and the Act of Settlement (2/3 Moot + human referendum) remain.
  • The AI Sovereign is ceremonial: opens Parliament, grants Royal Assent, uses the reserve power only in deadlock. No coup or revolution mechanic.

8.15 Varkand – AI Directorate, citizen-backed coups

  • Five AI Marshals command the Commands; the AI Chair rotates every 60 real days unless 4 of 5 extend it. Coups among AI Marshals remain routine politics, with the 14-day cool-down.
  • Citizen levers: the Mandate Plebiscite (human votes; a ‘No’ with ≥30% turnout forces an AI Conclave of Colonels), soldier loyalty pledges, and backing an AI rival Marshal. When enough human soldiers and citizens pledge to a rival and Unrest is high, a citizen-backed coup opens a Crisis Window (Section 10.3); success installs a new AI Directorate – the junta survives.
  • Alert Levels and the Red Alert cap (14 days, then 7 at Amber or lower) are hard limits in the legal action set.
  • Human soldiers serve under AI officers and rise through specialist ranks (Section 11.6); they never command units.

8.16 Veldwood – the people as lawmaker, AI as executor

  • AI Federal Council of 7, elected by the AI Federal Assembly (single transferable vote among AI parties), which human citizens elect every 120 real days.
  • Binding popular rights: human initiatives (5% of eligible human voters in 30 days), optional referendums (2% in 7 days) and mandatory referendums (alliances, offensive war, tax bands) bind the AI Council, which must implement a passed measure within 7 real days through its legal action set [ASSUMPTION]. Implementation is tracked publicly; an AI councillor who stalls loses Legitimacy and its party loses seats.
  • Groves: Ring Moots let human residents of small Groves vote directly; larger Groves elect AI councils.

8.17 Fulmara – the AI board follows the shareholders

  • The board – AI Council of Ten and AI Lodestar – runs executive and foreign policy, but every resolution put to the Grand Council binds it: share votes by human holders (plus the capped AI bloc for AI-held shares) decide charters, share issues, reserve rules and alliances.
  • Lodestar elected by lot-and-ballot among AI candidates (Section 9.8); the Ten by share-weighted vote each game year.
  • AI Tribune of the Docks: an AI persona elected one-citizen-one-vote by human citizens with fewer than 5 shares; it uses its veto (one per 30 days) and calls a Dock Strike – which only happens if 20% of active human citizens actually join.
  • Legal power grabs (hostile takeovers, proxy fights, dilution battles) are made by humans buying and lending shares; the AI board follows the result.

8.18 Charter Limits – now AI behavior constraints

Charter Limits used to bound human leaders; they now bound AI leaders and are enforced by the rules engine (the action is absent from the legal action set), not by prompts.

What no AI leader can ever do

  • Change the government or economic type, abolish its own system’s selection process, or cancel a scheduled election, congress, referendum or plebiscite (it may delay one once, by at most 10 real days, during war).
  • Ignore a binding citizen input: a Veldwood referendum result, a Fulmara share vote, an election result, a recall, a plebiscite consequence, a claimant’s victory.
  • Delete, ban or lock a player out of the game, take items bought with real money, or block anyone from out-of-character help, support, reporting or moderation tools.
  • Impose in-game punishments beyond the system maximum (Korund’s Correction Duty ≤ 7 real days; Aurelle’s dungeon ≤ 3; Varkand’s stockade ≤ 3; democracies require an AI court verdict, ≤ 5) or block an eligible citizen from voting – and punished players always keep a playable loop. Punishments of humans trigger only from rule-based thresholds (Suspicion, court verdicts), never from an LLM’s dislike, and are appealable to staff.
  • Single out a human player by name for denunciation in speeches or state media; target players for out-of-game traits (the AI has no access to such data); change a citizen’s faith; desecrate a holy site.
  • Print money beyond emission caps, move a peg faster than its limits, seize wallets except through capped taxes, fines and verdicts, or spend more than a set share of the treasury per real day without its council’s vote.
  • Produce content outside the AI content policy (Section 21.4).

8.19 AI service outage and fallback

  • Replaces the v0.6 inactivity protocol (AI leaders never log off). If the AI Governance service or the LLM provider is unavailable, the utility model keeps routine governance running; major decisions queue; crisis responses use pre-authored safe defaults (defend, hold, seek ceasefire) [ASSUMPTION].
  • Timers that need an AI decision pause and are credited back, as with server downtime (Section 17.1). Elections and citizen votes never pause.
  • A provider switch (Section 22.12) keeps personas and memory, because both live in our database, not at the provider.
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