Become a citizen of a Nation

You start the game in Astrub, the City of Mercenaries. This is your chance to explore the surrounding areas and discover the typical landscape, wildlife, and – most importantly – the ideology of each Nation.
Take your time to familiarize yourself with them, as you will soon have to pick your side, and it’s not a decision to be taken lightly…

Citizenship Points

Your Citizenship Points indicate how involved you are in your Nation’s current affairs.
You need 100 Citizenship Points to be able to vote. To become a Guard, on top of these 100 points, you need to complete a quest. Before standing for Governor at the national elections, you’ll need to prove your worth by accumulating 1,000 Citizenship Points!
Citizenship Points are gained and lost depending on your actions and your Nation’s laws…

Becoming Governor

The Nation is run by the Governor, a fellow player elected by the other citizens to rule the roost. To run for Governor, you need to have over 1,000 Citizenship Points.
The election period is 48 hours long and is made up of a registration phase and a voting phase during which all citizens with more than 100 Citizenship Points can vote for the candidate of their choice. To find out more about the mandate and voting periods, speak to a Clan Member or open up your Politics interface (hotkey “N”).
The Governor is elected for a two-week mandate, during which time they can:
  • Set tax rates for each territory;
  • Spend the Nation’s funds on challenges, climate alterations, or the reintroduction and protection of species;
  • Define laws for the Nation;
  • Manage international relations;
  • Appoint other players to various posts within the Government: Vice-Governor, Treasurer, etc.


There are various types of laws. Some reward players who obey them with Citizenship Points, while most remove Citizenship Points when they are broken. Some laws are international, and others are specific to one Nation.
There are three laws that exist in all four Nations and grant Citizenship Points to those who respect them:
Devotion: +5 CP for each action performed to satisfy a Clan Member’s wishes

Maintaining Order: +25 CP for each successful attack on an Outlaw
Conquest: +50 CP for conquering or defending a territory.
Laws carrying penalties, meanwhile, can be modified by the Governor, who has a limited stock of points which must be distributed wisely among a variety of laws.
Each law’s value (in points) varies depending on how serious it is (Minor Offense, Major Offense or Crime).
The Governor can therefore choose to punish lots of minor infractions, or only a few major crimes…

Political functions

As soon as a new Governor arrives in office, and throughout their mandate, they can appoint other citizens to help them govern the Nation.

The positions available are as follows:
  • Vice-Governor: Has all the same powers as the Governor except the power to appoint someone else to their position. As the governor’s “right hand”, the Vice-Governor must be someone they trust implicitly.
  • Head Guard: Coordinates the Nation’s Guards.
  • Army General: Coordinates the Nation’s Soldiers (however, it is not possible to become a Soldier in the game right now).
  • Weather Engineer: Can buy climatic alterations for the Nation’s territories. An area’s climate affects the speed at which resources grow there.
  • Treasurer: Can set the taxes for the Nation’s territories and allocate budgets to the different members of the government.
  • Challenger: Can buy environmental quests for the Nation’s territories.
  • Ecologist: Can select the species in need of protection and/or reintroduction.
The Governor cannot appoint a person to more than one role at once, but they can leave positions unoccupied. The Governor is also free to announce a cabinet reshuffle at any time.

International relations

A Nation can only take one of two stances to another Nation: allied or enemy.
  • Allied: Being allied with another Nation is almost like being part of that Nation. You can move freely around its territories and carry out actions there, so long as you respect the local laws. If you don’t, you will suffer the same punishment as you would for breaking the law in your own Nation: losing Citizenship Points!
  • Enemy: As soon as a member of an enemy Nation sets foot in your territory, they are considered an Outlaw, meaning that you can attack them on sight and have them sent back to the border.
 The Governor is in charge of managing all the alliances and declarations of war between their Nation and the others. A war enters into effect immediately and is valid even if only one of the Nations involved declares it. For two Nations to return to peaceful relations, both of the Governors in question must be in agreement.