Founding & Running a Country¶
This page is for players who want to start a country, run a private one, or add lore to an existing one. If you just want to play, see Countries.
Private countries¶
Some countries are private, invite-only games run by supporters for a closed community. They show a padlock, and joining needs an invite code (a share link, or a code you enter) from the country owner. Creating a private country is a supporter-only feature.
- Going public is one-way. The owner can open the country to everyone with "Make public". That removes the padlock and the invite code, and it can't be undone, because parties that join while it's public can't be removed. Everything else carries on unchanged.
- Empty private countries are deleted. With no parties at all, the owner gets a warning email after 3 real days, and the country is deleted after 7. Founding a party there resets the clock. Public countries are never deleted this way.
Proposing a new country¶
Supporters can always propose a public country, and everyone is limited to one active proposal at a time (a rejected one doesn't count). Other players need an account at least 30 days old, but while the team works through a moderation backlog, proposals are temporarily supporters-only. Anyone can still browse and upvote existing proposals.
You define the country's name, population, system type, legislatures, cabinet positions, constitutional offices and permanent national moods, and optionally a flag. You also write a rationale (at least 100 characters) making the case for why it's worth adding, and add at least three historical events as an opening backstory.
Proposals go through staff moderation: a moderator can accept it, reject it with a reason, or request changes (you'll get an email, fix the issue and resubmit). Accepted proposals go to community upvoting. Staff then launch the ones with strong support, sound mechanics, distinctive lore and an active proposer. When a country goes live it starts with a year-long founding Constitutional Convention, so its first parties can reshape the constitution before it settles.
What makes a good country proposal¶
Most proposals are not accepted; the bar is high.
- Care and attention. Spelling and grammar are part of the review, and everything must be in English.
- Fictional countries only. No real countries or thinly veiled stand-ins. You can refer to a continent or broad geography, but not to specific countries or named neighbours.
- Keep the description to 1-2 paragraphs. Set a scene. Don't recount the nation's history (that emerges in play) or describe the form of government (the game handles that).
- Be sparing with cabinet positions. Large cabinets are hard to fill; 6-10 usually works well.
- Don't build the concept around race or religion. The game doesn't simulate either.
- Say why it's interesting: a distinctive economy, an unusual political fault line, or another fresh gameplay angle.
Historical events¶
Historical events are major, one-off lore moments in a country's story: a founding, a revolution, a war, a disaster, a discovery. Each has a year, a short headline and an optional longer description. Only one event can exist per year.
- The country owner or an admin publishes events immediately. Any other player can propose one, which stays hidden until the owner approves or rejects it.
- Don't enter things the game already records: constitutional changes, elections and passed laws.
- A country proposal must include at least three events, and once it goes up for community votes its history is locked.
National flag¶
Every country can have a flag. If it has none, any player can start a 48-day flag-suggestion process: the community uploads and upvotes designs, and the most-upvoted one wins.