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FAMILIES
Families are the main entity of the game. Each player controls 1 family, and this status does not change for the duration of the game. All other entities of the game are controlled through a family, except for the moneylenders.

ASSOCIATIONS
Associations can be formed by any player, premium accounts are able to create up to 5 associations at a time. Each association has 10 shares of stock, which can be sold to other entities. Associations do not switch management for the duration of the game. Each association has a home state which is determined by the family that creates it, this also does not change. Under normal circumstances association pieces fly the flag of their home state as well as its empire flag, if applicable (sepia in colour). Associations can also issue bonds.

LOCALITY
A locality is an area where a game population exists that can be interacted with by players. There are several types of localities: states, cities, villages, colonies, satellites, and settlements.

  STATES
  States are localities in Europe represented by a flag and building on a single tile. States are controlled by the family that has the most prestige in that state (this status is known as sovereignty). The player of this family is known as the magistrate. A family from anywhere in Europe can hold this position. Prestige in a state can be gained by bribing for influence. Pieces of states fly flags of full colour. Civilizations and stats can make other states their vassals this status is known as suzerainty).

    GOVERNING
    The magistrate of a state can use state coins to purchase pieces, shares, and bonds on behalf of the state. The magistrate can also issue bonds, borrow from the moneylenders, and adjust the conditions below for localities in their empire.

      DIPLOMACY
      The status that state has with other states and localities in their empire. The diplomatic statuses are favoured, peace, embargo, or war. Embargo and war status disallows specified state and any locality in that state's empire to be accessed.

      TRIBUTE
      The percentage of a sale by a vassal state that will go to its conquerer.

      TAXES
      The percentage of a sale by an association from the state or a foreign entity with favoured status that will go to the state after tribute is accounted for.

      TARIFFS
      The percentage of a sale by a foreign entity that will go to the state after tribute is accounted for.

    EMPIRES
    An empire is a collection of states with the same magistrate, or states that are vassals of states of said magistrate. The capital of an empire is the state that the magistrate has the most prestige in. States in an empire, as well as pieces that are home to them, will fly their own flag along with the flag of the capital state. Cities, colonies, satellites, and villages can also be part of an empire.

    INFRASTRUCTURE
    The infrastructure of a state heavily influences the price of home and foreign goods, and therefore the cost of pieces as well. Infrastructure will change any time goods or industrial shares are traded at the state.

    MONEYLENDERS
    Each state has its own separate branch of moneylenders, and can only by utilized by entities of the same home state. Moneylenders will not loan coins to any entity with a net worth below 0 coins. Moneylenders are not controlled by a player because their functionality is automated. Moneylenders provide a way for families, companies, and states to acquire loans without depending on other players. The downside to this is that the loans are quite expensive. Combined loans can be taken in increments of 10 coins at the cost of 15 coins. Loans will automatically be collected 1 coin per loan per year, but can be repayed sooner if desired. If an entity can't repay a loan their debt will increase by the unpaid amount. The moneylenders will not be able to grant loans if they run out of coins, at least temporarily.

CIVILIZATIONS
Civilizations are non-European entities that players can control. Like states, players can't gain coins with civilizations directly, but can use them to attempt to manipulate the game in their favour. When a player first joins a game they receive a number of tokens that is equivalent to how many game years have passed since the start of the game, and each additional year they will receive another token. These tokens will be randomly assigned to a region. For each region, players can select which civilization will receive their tokens, but once selected this can't be changed for the duration of the game. Contributed tokens will be converted to coins and placed into the civilization's treasury. The player who has contributed the most tokens for a specific civilization will be able to control its pieces and tax rate. The player that controls a civilization is also able to create pieces for the civilization using its coins. Civilizations can partake in other activities on the map that a state can but aren't involved directly with financial markets. If a civilization has a European ally they will follow their diplomatic choice while maintaining their own tariff and tribute settings.