A Country can pass laws in order to take administrative actions about their diplomacy, economy, and more.
The following persons can propose and vote on a country's laws:
Once proposed, a law will remain pending for 24 hours, awaiting a majority vote. If no majority is reached within the allocated time, the resolution with the most votes will be chosen. In case of a draw, a law will be denied.
To pass, all laws require a simple majority of all eligible law voters. Some laws, however, have special requirements which have to be met in order to be proposed.
Declare War is a law that a country may use to start a War with another country. This will allow the two countries to attack each other.
It is a one-sided law, meaning that the target country does not get a choice in the matter. Once accepted, a war between the two countries is started, and the initiating country will get priority for 24 hours.
Propose Peace is a law through which a country may request to end a war with another country.
Once accepted, it triggers an subsequent law, "Accept Peace", in the target country.
If both are accepted, the war between the two countries will end, and they will no longer be able to attack each other.
After peace is active, both countries enter a 72-hour non-aggression period, during which neither country can declare war on the other.
A country may designate another country as its "Sworn Enemy" using this law. While a Sworn Enemy is active, your country gains bonus damage when fighting against that specific country in Battles.
The damage bonus starts at 1% and increases by +1% per day, up to a maximum of +10%.
Enacting this law requires Paper, scaled by your country's average development.
Formula:
Total Paper Cost = Base Cost × Average Development
For example, with a base cost of 10 and an average development of 14.56, the total enactment cost is 15 Paper.
Countries with the Fanatic Isolationist ethics modify the Sworn Enemy mechanic:
Countries may create an Alliance by passing the Create Alliance law. The founding country becomes the alliance's first member, and its President becomes the alliance leader.
An alliance is a multi-country entity with its own members, leader, laws, chat, development, and rankings. A country may only be a member of one alliance at a time.
Creating an alliance requires choosing a name (3–40 characters) and a color.
Countries join existing alliances through alliance laws. An alliance first passes the Invite Country law, which triggers an Accept Invite law in the target country. Countries may also leave an alliance voluntarily or be removed through the Kick Country law.
Alliance laws currently include:
Each alliance law runs for 24 hours and passes with majority approval from the presidents of member countries. Alliance laws currently have no enactment cost.
Alliance members receive a battle damage bonus based on the alliance's share of total world development. The bonus is +10% for alliances controlling up to 15% of the world's total development, then decreases by 0.5% for each additional 1% of world development, to a minimum of 0%.
Alliance maintenance requires each member country to pay a daily Paper upkeep based on its own average development plus 50% of the alliance's total average development. Countries that cannot pay are suspended and temporarily lose the alliance battle bonus until maintenance is paid.
Countries that leave an alliance cannot rejoin that same alliance for 14 days. Additionally, countries that leave or are kicked cannot create or join any alliance for 7 days.
In order to remove the Sworn Enemy status of a foreign state, a country can use this law. Passing it will leave the proposing country with no set Sworn Enemy. It is one-sided, and does not require any paper.
A country may choose to start early presidential Elections by using this law.
If accepted, presidential elections will start immediately, with a 24 hour candidation period, and a 24 hour voting period. A new president will be chosen after 48 hours of passing this law.
Starting early presidential elections will cost the country 20 Coins.
This law will trigger an early Congress election if passed. The timings are identical to the Start Presidential Election law.
Starting early congress elections will cost the country 20 Coins.
A country may choose to remove the current president by passing this law. Doing so will immediately remove the president from their position.
The presidential seat will remain empty until the next election. However, no user can take control of the country, as that action is only possible when a country has no active congress members.
Similarly to the Impeach President law, this law can be used to remove a person from congress.
This law requires that the target user's last login time is over 4 days ago.
The congress seat will remain empty until the next congress election.
A country may gain ownership of any Region by purchasing it from the current owner through this law.
Proposing this law has a special requirement: both countries must have at least 5 eligible active law voters.
Passing this law will trigger a matching acceptance law in the country which would sell the region. If both are accepted, money is automatically tranferred between the two countries' accounts, and the owner of the region is automatically exchanged.
A country may return a region to its original owner by passing this law. If accepted, the region's owner is changed to the country which has the target region as its core territory.
Countries may use this law to set a pre-published Article as a welcome message for newcomers. This article will be shown to new users in this country as part of the onboarding process.
A country can change its taxation rate by passing this law. The two tax rates which can be changed are:
This law allows a country to send money to a foreign country. It has the special requirement that the receiving country must have 5 active eligible law voters in its leadership.
However, this law is one-sided, meaning it does not trigger an acceptance law in the target country. Funds are automatically transferred if passed.