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Hegemonu.The greatest natsim

@Bear please help

Government and policies

Appoint ministers, manage policy intensity, and understand political indicators.

Offices and permissions

The founder is Head of State and can perform every national action. Ministers are optional. Empty offices do not block the Head of State from acting.

Every government member can inspect national panels. Actions require the responsible office listed below, or Head of State.

Ministerial powers
OfficeActions
EconomyCollect taxes; set production tax; develop farms, mines, and towns; build roads; manage trade and peace proposals; change income-tax and tariff policies.
DefenseRecruit manpower; conduct border campaigns; change conscription policy.
InteriorSettle counties; build institutions; repair devastation; fund relief.
Head of StateAll of the above, plus appointments.

Appoint or replace a minister

Ask the player to run /me. They give you the private in-game account ID shown in that reply. As Head of State, run /appoint with that citizen ID and office economy, defense, or interior.

Appointment replaces whoever currently holds that office. The new minister must not already hold a seat. A minister can use /resign before accepting another position, including a different office in the same nation.

The Head of State cannot resign. Use /government to see occupied offices and their account IDs.

/appoint citizen: 42 office: economy

Set policy intensity

Run /policies and use Choose a policy and intensity. Repeal sets 0, Moderate sets 0.5, and Full sets 1. For another value between 0 and 1, use /set-policy.

The table shows effects at intensity 1 per game second. At 0.5, each effect is halved. Currency and manpower flows apply over time; they do not require /collect. These policy flows are separate from production taxes.

Policy names describe the available rules. Income tax and tariffs create the fixed currency flows below; their proceeds do not depend on population income or the volume of traded goods.

/set-policy key: military.conscription intensity: 0.5

Policy effects at full intensity
KeyFlow per game secondAdded radicalism targetOffice
tax.income+0.05 gold+20 points for capitalistsEconomy
tax.tariffs+0.02 gold+10 points for laborEconomy
military.conscription−0.02 gold; +0.08 manpower+15 points for laborDefense

Read national politics

/nation shows legitimacy, authority, and resource balances and flows. /strata shows labor and capitalist headcounts and radicalism. Residents are represented as 90% labor and 10% capitalists.

Radicalism moves toward an economic unrest target plus the relevant policy effects, capped at 100. Reducing a cause changes the target; current radicalism takes time to approach it.

Legitimacy and authority also approach targets over time. Economic unrest lowers the legitimacy target. Average institution level raises the authority target; average devastation lowers it.

Recruitment and relief

/recruit spends 1,000 gold for an immediate 250 manpower. This requires Head of State or Defense. Conscription supplies manpower over time instead.

/relief spends 1,000 gold to reduce current radicalism by 10 points, with a floor of zero. This requires Head of State or Interior. Relief leaves the target unchanged, so unresolved shortages, taxes, and policies continue to exert pressure.