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Town Establishment

Politics is only available after a town hall has been built at a location. The town menu, which has all the available information and options for everyone interested in the inter-workings of the town itself, is enabled once a town hall, and a leader, has been established. A lot of other buildings in the game require this building be created first. Towns are initially always established as a Monarchy. You cannot establish towns on map tiles adjacent to other towns.


To become a citizen you must apply for citizenship through the Town Sign, which the leadership can approve or reject with the chosen system they use for governing. The benefits afforded to you as a citizen of a town are dependent on leadership. Citizens may have access to special functionality from a public building, they may have lower taxes, or other perks. Citizens are also protected vigilantly by town guards, if they are available. Citizens are also available to become potential heirs and leaders of the town in the future. It's up to leadership to decide how to mold the purpose of citizenship status through town settings. You can renounce citizenship, or step down as a leader, at any time through the town sign. Citizenship is currently limited to one per town. Leaders are able to remove citizenship at will.


Information about the areas government and practice can be found on the Town Sign under Actions. Everyone will be able to see basic information about the town, but will have little ability to manipulate it other than to apply for citizenship. The basic information includes the town description, government type, succession type, leadership, taxes, laws, and a list of current citizens. You can only be a leader at one town at a time. All leadership has access to view the government, council, and citizen information. To see what the menus look like, see below. Leaders can retire at any time, leading to succession.


Monarchy: The town is run primarily by one individual with absolute power. Though they may have honorary council members who advise them, they do not have any true power. They have access to viewing information, but cannot change it except for what the town is called and its description.

Parliament: The town is run by an elected council with separate powers that was voted in by other councilors. Council members all have their own sections of power with the main leader having access to all.

Democracy: The town is run by an elected council with separate powers that was voted in by the citizenry. Council members all have their own sections of power with the main leader having access to all.


For a non-monarchy, voting will initialize when any changes whatsoever are made in the town menu by a leader. Voting is done via project, with participation counting as the vote. Voting projects are always automatically set outside for maximum availability. Only eligible voters, dependent on the government type, are able to join the voting project. The voting project requires 4 effort in a Parliament, and 10 effort in a Democracy. The proposed change will be made at the end of the voting project if a majority of the required voters (greater than 50%) are participating.

Monarchy: There is no voting in a monarchy.

Parliament: Only leadership, which is composed of councilors, can vote.

Democracy: All citizens can vote.


Head: The head is the leader of domestic issues, and is the main leader. They deal primarily with civil disputes, building ownership, and laws to do with the well being of the citizenry, but they always have access to everything. They decide who gets nominated for leadership positions (if election is the succession).
Trade: The trade leader is the head of economic issues, business, trade, and taxes. They represent the financial interest of a town, and also usually decide or advise where treasury funds are applied. They have access to taxes and treasury.
Diplomacy: The diplomacy leader is the head of foreign affairs. Their job is usually to represent or advise the town in official meetings with other town representatives, and to decide when and how friendly alliances are made, and with who. They have access to alliances (not yet implemented).
Defense: The leader of defense is the head of violent affairs. They usually advise or lead the use of town guards, and tend to be the primary candidate for leading any military groups created for the intentions of a town. They have access to guards.


Natural Succession
Succession can be based upon seniority, favoritism, or election with the pool of candidates based on bloodline, the council, or the general public of citizens (depending on the type of government). Council is allowed to select a new leader (for voting) if the government isn't a monarchy, but only the interior is allowed to select (without voting) if it is a monarchy. This only an option in a monarchy if there is no heir for the other titles. Council cannot set their Head/Interior leader as their heir.

Monarchy: Can set heirs. Has access to seniority and favoritism types of succession with the pool of candidates based on bloodline, the council, or the general public of citizens.

Parliament: Cannot set heirs, head can nominate councilors with councillors voting, succession is through election.

Democracy: Cannot set heirs, citizens can nominate themselves or vote for others, succession is through election.

Rogue Succession
There are several circumstances where other people can claim head leadership:

  • If it's a monarchy, and you have no monarch, and no councilors, absolutely anyone can claim leadership.
  • If it's a monarchy and you have councilors, only councilors can claim leadership.
  • If it's a parliament, and there's no head, and there's only one councilor, the councilor can claim leadership without a vote.
  • If it's a parliament, and there's no head, but there's multiple councilors, they can campaign but it requires a vote.
  • If it's a parliament, and there's no head, and there are no councilors, the anyone can claim leadership without a vote.
  • If it's a democracy, and if there's no head, applying for leadership by anyone will require a vote.

Laws Laws serve two purposes: they set the automatic behavior of guards and they outline behavior expected from others.

  1. Violence (Allowed, None, Citizens Only) (Only enforced upon initiation, not counter attacks, and only within visibility of a guard)
  2. Eavesdropping (Allowed, None, Citizens Only)
  3. Forced Entry (Allowed, None, Citizens Only)
  4. Theft (Allowed, None Allowed, Only Incapability Allowed, Only Pickpocketing Allowed)
  5. Dragging (Allowed, None, Citizens Only)
  6. Vandalism (Allowed, None, Citizens Only)
  7. Personal Inheritance (Allowed, Town Inherits Assets)
  8. Custom (Description based laws enforced by players)


Taxes are collected automatically from onhand coins. If money cannot be collected, the monarch/head and trade councilor (if one exists) will be notified. Taxes begin automatically collecting at age 16. To be collected, the characters must be on the tile, but can be in any room on that tile.

Menu For Leaders


Menu For Others