Types of Groups
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.
π 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 sovereignβmust 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.
π³ 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).
π 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.
πΌ 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 leadersβbut 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.
π΄ 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 destabilizeβbut 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.
π Summary Table
Type | Sovereign? | Declares War? | Claims Territory? | Owns Base? | Can Sabotage? | Elevates Into |
---|---|---|---|---|---|---|
Town | β | β | β | β | β | Nation |
Nation | β | β | β | β | β | Empire |
Empire | β | β | β | β | β | β |
Corporation | β | β | β οΈ (leased land only) | β | β οΈ (via contracts) | β |
Guerilla | β | β (no conquest) | β | β (1 HQ max) | β (limited rules) | Nation (via rebellion) |