These are the official classifications of political, military, and economic groups. Each type has specific rules, powers, and limitations. Players must select a type when forming a faction, company, or settlement.


🏘 1. Town (Local Civilian Settlement)

  • Focus: Community, culture, peaceful growth.
  • Power Source: Population, economy, alliances.
  • Limitations:
    • Cannot declare war or claim territory via conquest.
    • Not sovereignβ€”must join or align with a Nation or Empire to participate in larger politics.
  • Integration Path:
    • May become a province, vassal, or autonomous region of a Nation.
    • May evolve into a Nation with size, influence, and approval.

🏳 2. Nation (Independent Sovereign State)

  • Focus: Military power, governance, territorial expansion.
  • Power Source: Claimed land, fortified cities, political structure.
  • Capabilities:
    • Can declare war, form alliances, and engage in territorial conquest.
    • Sets laws, borders, and governance systems.
  • May Elevate To: Empire (with vassals or merged regions).

πŸ‘‘ 3. Empire (Multi-State Power)

  • Focus: Large-scale governance, domination of other factions.
  • Power Source: Vassal states, annexed nations, shared ideology.
  • Capabilities:
    • Conducts multi-front wars and political campaigns.
    • Demands tribute or obedience from subjects.
    • Must manage internal dissent and rebellion.
  • Requirements:
    • Must include at least two subordinate groups (e.g. provinces, nations, towns).
    • Must maintain active imperial cohesion.

πŸ’Ό 4. Corporation (Non-Sovereign Economic Power)

  • Focus: Trade, services, technological development, or warfare-for-hire.
  • Power Source: Infrastructure, contracts, monopolies, and soft influence.
  • Capabilities:
    • Cannot declare war or claim territory under its own flag.
    • May own and operate bases, factories, or trade hubs within or leased from Nations or Empires.
    • May be contracted for sabotage, defense, manufacturing, or intelligence operations.
    • Can employ private security or mercenary forces, but not a standing army.
  • Soft Power Dominance:
    • A Corporation may grow powerful enough to control or puppet entire Nations through debt, political influence, or exclusive resource control.
    • These Nations retain formal sovereignty but may be recognized by the Divine Entity as Corp-Controlled States if corporate dominance is overwhelming.
    • Corporations may fund wars, shape policy, and install leadersβ€”but only indirectly, never through flags or conquest.
  • Limits:
    • Corporations can never become sovereign states or empires in name.
    • They rely on proxy nations, contracts, and economic blackmail, not banners or borders.
    • May face resistance, rebellion, or sanctions if their control becomes too visible.

🏴 5. Guerilla Faction (Insurgent / Rebel Group)

  • Focus: Sabotage, fear, rebellion, soft power.
  • Power Source: Disruption, hidden bases, psychological leverage.
  • Capabilities:
    • May own a single base of operations or stronghold (e.g. Sovarre).
    • May sabotage, assassinate, or destabilizeβ€”but not claim territory via conquest.
    • May conduct RP-based control through intimidation or propaganda.
  • Path to Nationhood:
    • Must seize and hold a city via rebellion/siege.
    • Upon victory, may be elevated to a Nation by the Divine Entity.

πŸ“‹ Summary Table

TypeSovereign?Declares War?Claims Territory?Owns Base?Can Sabotage?Elevates Into
TownβŒβŒβŒβœ…βŒNation
Nationβœ…βœ…βœ…βœ…βœ…Empire
Empireβœ…βœ…βœ…βœ…βœ…β€”
Corporation❌❌⚠️ (leased land only)βœ…βš οΈ (via contracts)β€”
Guerilla❌❌ (no conquest)βŒβœ… (1 HQ max)βœ… (limited rules)Nation (via rebellion)