30. Future: Founding New Nations (post-launch, not in launch scope)
Status (decided v0.4)
Kept as an optional post-launch feature – NOT in MVP, Early Access or the 1.0 launch. It is described here so the launch architecture does not rule it out (Section 22.5). A go/no-go review happens once 1.0 is stable and at least one full Age has run with all ten nations above the viability floor [ASSUMPTION]; decisions on its open points are in Section 30.6.
Guiding rule: a new nation is a new instance of an approved template, never a new type of system invented by players. Pillar 2 still holds – once ratified, a new nation’s system is as immutable as the original ten.
v0.7: a new nation is also governed by AI like every other. Founders choose the template; the studio authors the new nation’s AI leader personas (or a persona set from the template library) and runs the eval harness before the Provisional period starts. Humans in the new nation are citizens only.
30.1 Two routes to a new nation
| Aspect | Secession (break away from a nation) | Colonization (charter a new nation on unclaimed land) |
|---|---|---|
| Territory source | Frontier cities and squares of one existing nation – never Heartland, never the Commons | Unclaimed Wildlands reached by an Expedition (Section 15.1), plus a sea or road link to the World Exchange |
| Minimum territory | At least 3 contiguous cities and ~150 squares, and no more than 25% of the parent’s frontier [ASSUMPTION] | At least 2 founded cities and ~120 squares, held for 30 real days [ASSUMPTION] |
| Founding citizens | Verified residents of the seceding cities who opt in | Volunteers from one or more existing nations who opt in (see 29.4) |
| Parent approval | Required through the parent’s own system (29.3) – or won in a War of Independence | The chartering nation’s normal city-founding authority; independence then follows 29.3 |
| Typical drama | Civil conflict, referendums, rebellions, negotiations | Pioneer saga, rival chartering nations, a sponsor that later regrets letting go |
30.2 Requirements and the charter
- Population threshold (revised v0.7): at least 50 founding human citizens [ASSUMPTION – twice the lowered per-nation viability floor of ~25], each at Verification Tier 1 with 60+ days of tenure, from at least 35 distinct link groups (Section 20), with no active moderation sanctions; AI citizens are added by the system and never count toward founding.
- Activity proof: the founding group must keep the viability floor in weekly-active human citizens for the whole 30-day Provisional period.
- Charter: founders choose a government template and an economy template from a studio-approved list, then fill in allowed parameters (office names within filters, term lengths within bands, tax bands). The initial template list is the ten existing systems; the studio may add new templates later (candidates: ‘managed democracy’, ‘emirate’, ‘cooperative commonwealth’) only after full design, balance and sensitivity review.
- Compatibility matrix: only sensible pairs are allowed (e.g., full communism must take central planning; a mercantile republic must take a market). The matrix is published.
- Identity: name, emblem (from an emblem kit), a currency (name plus a monetary regime from the approved list, compatible with the economy template), an official religious stance from the approved list (any of the ten existing stances; state faith chosen among the six world faiths), and a climate-based art kit; all pass name filters and human moderation review; no real-world nations, parties, religions, flags or extremist references.
- Ratification: the founding human citizens vote on the charter (2/3 of founders; no AI bloc). The result is then locked: no later change of system type, ever.
30.3 Approvals
| Stage | Who approves | Notes |
|---|---|---|
| 1. Parent nation (secession only) | Through the parent’s own system (AI bodies decide; human referendums bind where shown): Kindle – regional referendum + AI Assembly 2/3; Hoarvale – regional referendum + Moot majority; Veldwood – Grove votes in the seceding Groves + federal double majority; Confluence/Meridian – Congress vote; Aurelle – royal charter of independence; Ilmar – Oracle’s Edict; Varkand – Directorate vote; Fulmara – Grand Council sale of the territory; Korund – no voluntary route | Every parent can also lose a War of Independence (normal war rules, Section 15) after a failed request; Heartland is never at stake. |
| 2. World Recognition | AI foreign-policy authorities of at least 4 existing nations [ASSUMPTION], or a won War of Independence | Recognition unlocks treaties, embassies and the World Exchange; unrecognized states trade only via smuggling. |
| 3. Studio review | Live-ops and moderation staff | Checks identity, abuse signals, shard capacity (the shard’s total nation cap), and art-kit readiness. Staff can decline without giving players power over each other. |
| 4. Provisional period | Automatic | 30 real days: Heartland of ~200 squares granted from the founding territory; war immunity except against the parent during an active independence war; fails if the viability floor is missed for 7 consecutive days. |
30.4 Interaction with the one-account-one-nation rule
- Founding Choice – one lifetime change (kept, v0.4). Beyond the onboarding grace period (Section 5.2, which does not count), an account may change nation once in its lifetime: either by joining a new nation at its founding (Founding Choice) or through Exile & Asylum (Section 16.2) – never both.
- Secession: residents of the seceding cities choose within 7 real days: join the new nation, or stay loyal and be relocated to the parent’s territory with full property compensation. Doing nothing means staying with the parent.
- Colonization: volunteers leave their nation when the colony becomes independent; they lose rank one tier, titles and nation-specific ladders do not transfer, personal property converts at the World Exchange rate. They can never return.
- New players can enroll directly in a recognized new nation like any other; heirs inherit the new nation.
30.5 Anti-abuse rules
| Abuse | Rule |
|---|---|
| Alt-account ‘nations’ | Tier 1 verification plus 60 days of tenure, link-group distinctness and activity proof; linked accounts count once; AI citizens never count. |
| Escaping punishment | Citizens under Correction Duty, trial, investigation or moderation sanction are ineligible to found or join for 30 real days. |
| Griefing a parent nation | Heartland immune; 25% frontier cap; once a nation has lost territory to a secession it cannot be seceded from again for one full Age. |
| Nation spam | At most one new nation per shard per Age; a hard cap on nations per shard (e.g., 14) [ASSUMPTION]; failed attempts lock the organizers out for 90 real days. |
| Hostile ‘puppet’ states | Founding citizens from a single foreign nation may not exceed 50% of founders; recognition by the sponsoring nation alone does not count. |
| Real-money influence | No purchase can create, speed up or influence a nation’s founding; founding costs are paid only in in-game resources and labor. |
| Real-world provocation | Names, emblems and charters reviewed by moderators; no real nations, separatist movements, parties, religions or extremist symbols. |
| Dead nations | A recognized nation that stays below the viability floor for 60 real days enters Dissolution: its citizens get a one-time choice to join the former parent or any neighbor (an exception to permanence, applied only on dissolution); territory reverts to the parent or to Wildlands. |
30.6 Decisions for this feature (v0.4)
- Should it exist? Yes, as an optional post-launch feature behind the go/no-go gate in the Status box; the launch build only keeps the architecture open (nations as data, Section 22.5).
- Templates: start with the ten existing systems only; the studio may add new templates (e.g., managed democracy, emirate) later, and only after full design, balance and sensitivity review.
- Which shards: allowed on running shards under the anti-abuse caps of Section 30.5 (one new nation per shard per Age, hard nation cap); new shards may enable it from day one.
- Founding Choice: kept, as the account’s single lifetime change, shared with Exile & Asylum (Section 30.4). Brand-new accounts and heirs can also enroll in a recognized new nation.