The world, cities, your home

The game takes place on the real world map: 208 countries with thousands of cities inside them. You settle in a city and build a home there; parties own the cities, develop them and collect tax. Where you live genuinely matters.

The world and its cities

The map on the home page is a real map, not decoration. Zoom out and you see the world; touch a country and you see its cities.

The colours on the map mean ownership: if a city belongs to a party, it is painted in that party's colour. If there is a war, you see that on the map too.

Not every country is open to play. A closed country is not drawn on the map at all — you cannot settle there, open a business there, or declare war on it.

Your home

In the city you settle in you have a home. A home has five levels, and its name changes at every one:

  1. Tent
  2. Shack
  3. Apartment Flat
  4. Detached House
  5. Mansion

You upgrade your home with your own money. So why bother? There are two reasons:

Part of the money you pay while building a home goes to the treasury of the party that owns the city. This is the answer to why parties try to attract players: population is income.

Moving

You can move to another city, but it is a serious decision:

This is deliberate. If a player could flee a city every week when its tax went up, cities would mean nothing. Settling is a commitment.

There is no way to leave a city entirely; you only move to another one.

Owning a city

Cities are not owned by players but by parties. A party takes a city through war. Ownership brings three things:

But ownership is not free: every city draws a daily expense from the party treasury. A party whose treasury runs dry cannot pay, and the city falls under lien.

In a city under lien the bonuses are cut: income drops, defence weakens, the share the residents receive shrinks. The result is predictable — people move away. A party that lets its treasury rot loses not just its bonuses but its population.

Things that provide convenience (shortened waits, discounts) are not touched by a lien. What gets cut is production, not the player's comfort.

Construction: developing a city

There are ten different buildings you can raise in a city you own. Each goes up level by level, costs money and takes time — it joins a queue, it does not finish instantly.

Construction survives conquest: if you take a city from someone, their buildings become yours. Construction still in progress is cancelled.

Tax

The party that owns a city sets a tax rate. Everyone who collects business income in that city pays it, and the money goes to the party treasury.

The party leader, or a member with the "can manage the city" permission, changes the tax. Changing it also costs money, so it is not a button to play with.

The balance here is one of the loveliest parts of the game: raise the tax and you earn more, but people go to another city. Nobody wants to open a business in a heavily taxed city. And an emptied city is weak in war. So greed is punished directly.

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