7.10 Fulmara · Mercantile oligarchic republic · Chartered-company capitalism (new in v0.2)
| Aspect | Design |
|---|---|
| Inspiration | Historical merchant republics governed by councils of wealthy families (structures broadly like Venice, Genoa or the Dutch Republic) and modern concerns about corporate capture of the state. Stylized; no real city, family or company is depicted. |
| Land & climate | Storm-lashed headlands and archipelagos; tall rod towers capture storm energy into Stormcells (stored energy used in industry, signal lamps and fast ships – engineering, not magic). |
| Capital | Arcport. |
| Currency | Charge (CHG) – free float; mostly bank money issued by the Bank of the Arc, a chartered bank owned by Charter Shareholders. Dividends are paid in Charge and in Toll Coupons – tradeable dividend tokens redeemable against future port-toll revenue. Intended as the busiest currency on the World Exchange. |
| Religion | Chartered pluralism: any faith may operate once it buys a temple charter (fee set by the Grand Council, capped); congregations may hold shares. The Fair-Wind Vow is the customary faith of crews and convoys, with a chapel in every port, but nobody must belong. |
| Government | The Grand Council is the body of shareholders voting by Charter Shares (human holders vote their own; AI-held shares vote only through the capped AI bloc, Section 11.9): a fixed register (e.g., 1,000 shares, scaled to population [ASSUMPTION]) of tradeable shares, one vote each, cap 5% per citizen and per linked-account group. The Grand Council elects the Council of Ten (executive) each game year and the Lodestar (head of state and chair of the Ten) by a multi-round lot-and-ballot procedure – random draws of electors alternating with votes – for one 3-game-year term (90 real days), no consecutive re-election. Non-holders and small holders elect, one person one vote, an AI Tribune of the Docks with one veto per session (30 real days) and the power to call a Dock Strike. |
| Economy | Chartered companies win route monopolies (trade routes to each nation, convoy escort, marine insurance) at Grand Council auctions; low taxes (port tolls, excise); state revenue mostly from charter auctions and tolls, part paid back as share dividends; bond markets for public works. New shares can be issued only by a 2/3 Grand Council vote (dilution politics). |
| Freedoms | Medium-high: free movement and commerce, full cosmetics, a free press that is mostly owned by trading houses; political voice proportional to shares except through the Tribune. |
| Pay-to-win guard | Charter Shares can be bought only with in-game Charge earned in play; there is no real-money path to Charge, shares, votes or charters (Section 26), and anomaly detection watches share flows between linked accounts (Section 20). |
| Weaknesses | Extreme inequality of political power; cartels and hostile takeovers; strikes can halt the economy; low baseline security. |
| Aesthetic | Government: the Arc Exchange and the share register posted in public. Climate: rod-tower spires, canals under thunderheads. Currency: coupon tickers, bank-house mastheads, trading-house liveries. Religion: Fair-Wind harbor chapels hung with votive ship models; chartered temples of every faith along the quays. Palette: storm violet, electric blue, copper, verdigris. |
Why you’d choose it
Fortune is the franchise: trade, insure convoys, outbid rivals for a route charter and buy the share votes the AI board must follow – or join the docks behind the AI Tribune and make the oligarchs pay.
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