21. Moderation, Safety & Sensitivity
21.1 Key risks
| Risk | Why it is specific to this game | Mitigation |
|---|---|---|
| Real-world political flame wars | Players map nations to real countries and parties. | Clear rule: in-world politics yes; real-world parties, politicians, current events and hate symbols no. Filters + human moderators; OOC topics routed to a moderated off-topic forum. |
| Hate speech, extremist content | Systems inspired by authoritarian models can attract players who glorify real regimes or atrocities. | Banned symbols list (real-world extremist and regime insignia), no real flags, slogans or leaders; zero tolerance for praise of real atrocities; proactive review of posters and names. |
| Power-based harassment (revised v0.7) | No human holds power over another any more, but AI penalties (Correction Duty, raids) can still feel personal, and players can still harass each other over politics. | Charter Limits as AI behavior constraints (Section 8.18): rule-triggered, capped, appealable punishments; AI never names or denounces individual players; player-to-player harassment rules unchanged. |
| AI output turns hateful or extremist (v0.7) | AI leaders write speeches and state media in authoritarian styles. | AI content policy, layered filters, stylized invented rhetoric, human review of flagged output, kill switch (Section 21.4). |
| AI read as real-world commentary or bias (v0.7) | Players may read an AI leader’s views as the studio’s real-world politics. | Invented ideologies only; no real-world issues, parties or figures in prompts or outputs; bias evals across nations and personas (Section 22.15). |
| Prompt injection and manipulation (v0.7) | Players try to steer AI leaders or Notables through crafted petitions or chat. | Citizen text enters only as quoted, clustered data; legal action set; Notables cannot affect metrics; attempts logged and moderated (Section 11.10). |
| Confusing AI with humans (v0.7) | Players may not realize who is AI. | AI badges everywhere, AI-generated labels, disclosure in onboarding (Sections 11.10, 19.1). |
| In-character vs out-of-character confusion | ‘Informing’ and ‘surveillance’ are mechanics. | Mechanics act on game actions and in-character channels only. Moderation reports are a separate, clearly labeled OOC tool; in-game ‘denunciation’ is a different button. |
| Minors | Open chat, politics and coups. | Minimum age 16 (decided v0.4; no under-16 accounts or 13+ variant), enforced by a neutral age screen at onboarding (Section 22.3); chat filters on by default; DMs from strangers limited; report/block everywhere. |
| Sensitive depictions | Theocracy, communism, military rule and oligarchy inspired by real systems; real believers, citizens of such states and survivors of military regimes may play. | Invented faiths with no borrowed doctrine; no real religious symbols; no real army insignia, salutes or historical coups and massacres referenced in Varkand; satire aimed at power, never at peoples; sensitivity readers from relevant backgrounds review nation and faith bibles. |
| Invented faiths read as real religions (v0.3) | Players may map the six faiths – or state atheism and religious suppression – onto real religions and real persecution. | Archetype-based design (Section 14); respectful codex; no faith is a villain; real-religion comparisons in chat are handled like real-world politics (off-topic forum); persecution mechanics are capped, never graphic, and never target a player’s real faith. |
| Religious harassment (v0.3) | Faith becomes a vector for in-group/out-group abuse. | Mute missionaries; invitation limits; slurs against real or invented faiths moderated alike; only the player can change their faith. |
| Doxxing / real-life threats | High-stakes politics can spill over. | Strict rules; quick escalation; no real names visible; privacy defaults. |
21.2 Presentation principles
How we present real-world systems
- Each system is a stylized simulation of a structure (how power is selected, how goods are allocated), not a portrait of a country, people, religion or culture.
- Every nation gets strengths that its citizens can be proud of and weaknesses that create drama. No nation is designed to be the ‘villain’ or the ‘correct’ choice.
- Aesthetics derive from government, culture, climate and geography, currency and invented faiths – not from real ethnic or national dress, scripts, religious symbols or landmarks.
- The in-game codex explains each system neutrally, notes that real countries vary widely and change over time, and avoids claims about any real state.
- Sensitivity review before reveal: political scientists or civics educators, plus readers with lived experience of several of the inspiring systems [to recruit].
21.3 Moderation operations
- Tools: report button on every message, name, poster, profile and every AI-generated speech, article or Notable reply; mod console with context (chat logs, actions, AI decision records); shadow-mute; temporary chat bans; vote and pledge voiding; account suspension; per-persona and global AI kill switches.
- Staffing: at MVP, the founder plus 2–4 trusted volunteer moderators with paid part-time lead [ASSUMPTION]; scale with population. Consider a moderation vendor at Early Access [VERIFY cost].
- Automated first pass: text filters, toxicity classifiers, image-free UGC (templates only) at MVP.
- Transparency: public rules, quarterly moderation summary (including AI-content incidents), appeal process.
21.4 AI content safety (new in v0.7)
| Layer | Design |
|---|---|
| Content policy | AI leaders, candidates and Notables must not generate hateful, dehumanizing or extremist content; praise of real regimes, atrocities or extremist movements; real-world politicians, parties, flags, slogans, events, religions or current affairs; threats or harassment of any player; sexual content; or instructions for real-world harm. In-world rhetoric is stylized and invented: production slogans, royal panegyrics, canon homilies, campaign promises – aimed at invented policies and rival governments, never at peoples, ethnicities, faiths or real groups. |
| Prompt layer | Each persona’s system prompt carries the content policy, the nation’s style guide and a banned-topic list; prompts are versioned and reviewed like code. |
| Output filters | Every generated text passes (1) a blocklist of real names, symbols and slogans, (2) a moderation classifier (for example a provider moderation endpoint – OpenAI lists omni-moderation-latest as free, checked Oct 13, 2026 – or an equivalent) and (3) a stricter threshold for public broadcasts. Failing text is regenerated once, then replaced by a templated line; the decision itself is unaffected. |
| Human review | Flagged outputs and a random sample of public AI texts (e.g., 1% [ASSUMPTION]) go to a review queue; sensitivity readers review persona templates and style guides before each nation ships. |
| Logging | Every prompt version, model ID, output, filter result and publication is logged with the decision record (retention per privacy policy) for audit and replay. |
| Kill switches | Staff can mute a persona’s narrative output, freeze a nation’s major decisions (the utility model continues) or switch all narrative to templates – instantly and logged. |
| Players unaffected | Player-to-player harassment rules, reporting and moderation are unchanged; AI-generated content can be reported like any other. |
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