Back to Wiki
Join Discord

◈ Wiki & Lore Database ◈

>> Accessing archived knowledge systems... Complete

How to Create a Nation

Nation Formation Guidelines for ggs.online

Quick Tip: Use the Easy Nation Maker tool to automatically fill out and generate your complete nation application!
Minimum Requirement: A nation needs a minimum of 3 different players to form a nation.

Basic Information

Nation Name:

The official name of your nation.

Capital City:

The name of your nation's capital city.

Government Type:

Government type must be from the list. This is used for game mechanics. You can RP as another nation type if desired.

Note: Refer to the Nation_Conditions_List for approved government types.

Nation Description:

A brief description of your nation (150 character limit).

Leadership Structure

Every nation must designate the following leadership positions:

Leader:

The primary ruler of the nation.

Co-Leader:

Second-in-command of the nation.

Governor:

Administrative leader of the nation.

Roles

A player can only have one of each role. A player can be a member of the leadership and have a role.

Examples:

  • Religious Leader: Oversees spiritual and religious matters
  • Head of Economy: Manages economic policies and trade
  • Defense Minister: Coordinates military operations and defense

You may create additional custom roles as needed for your nation's structure.

Additional Requirements

Nation Discord Link:

Provide a Discord invite link for your nation's community.

Citizen Tax Rate:

Taxes must be between nation allowed tax rates.

Name of State Religion:

Name your nation's official religion (can be "N/A" if none).

Nation Goals:

List 5 goals your nation possesses. These should outline your nation's objectives and aspirations.

  • Goal 1
  • Goal 2
  • Goal 3
  • Goal 4
  • Goal 5

Other Information:

Any additional information about your nation that doesn't fit the categories above.

Standard Rules

Core rules that apply to every nation by default. Thresholds and exact values are posted by staff, but these mechanics are always in play.

Civil Unrest & Riots

  • Forced leadership change: Any nation can have its leader forced out via Civil Unrest and Riots. Each nation type has its own unrest level that must be reached to trigger removal.
  • Escalation is dynamic: Higher unrest levels accelerate riot escalation; calm periods slow it.

Legitimacy

All leaders have a Legitimacy score that shifts based on actions.

  • Positive factors: Elections held, peace treaties honored, successful reforms.
  • Negative factors: Broken treaties, ignored unrest, failed promises.
  • Low legitimacy effects: Riots escalate faster and removal thresholds are easier to hit.
  • High legitimacy effects: Riot escalation slows, giving leaders more time to respond.
  • Support modifiers: Higher legitimacy lowers support needed for major actions (e.g., war declarations); low legitimacy can raise required support.

Crisis Events

  • Good response: Increases legitimacy.
  • Poor response: Lowers legitimacy.

Non-Democratic Councils

Non-democratic nations use an internal vote structure called a council. The leader defines its size (as many or as few players as they declare) and the council handles internal approvals such as war support or succession decisions.

Riot and Civil Unrest

Civil Unrest and Riot support thresholds determine when snap elections or revolutions are triggered. When unrest reaches critical levels, players can call for a snap election to remove the leader. If the leader refuses or unrest escalates further, a riot erupts and leads to a revolution. Staff posts the specific thresholds by government type.

Revolution — Triple Riot Rule

After 3 riots occur within a limited timeframe, the third riot becomes a "Call for Revolution." Any individual can declare themselves the leader of the revolution. If the revolutionary leader wins the conflict, they can force a government type change and become the new owner and leader of the nation.

Government Types

Choose your nation's government type from the approved list below. Each government type has an allowed tax rate range that your nation must comply with.

Note: Government types are used for game mechanics. You can roleplay as another system, but the official type determines your nation's mechanical effects. Tax rates must fall within the allowed range for your government type.
Government Type Tax Rate Range
Democratic Republic 5% - 35%
Federal Republic 5% - 35%
Parliamentary Democracy 5% - 35%
Monarchy 8% - 40%
Absolute Monarchy 10% - 50%
Constitutional Monarchy 5% - 30%
Dictatorship 10% - 50%
Theocracy 5% - 35%
Technocracy 8% - 40%
Eco-State 10% - 50%
Socialist State 15% - 50%
Communalist 5% - 35%
Communist 15% - 50%
Anarcho-State 0% - 20%
Libertarian 0% - 20%
Free City-State 0% - 15%
Syndicate State 15% - 45%
Nomad 0% - 30%

War Support

Minimum support needed to declare war. Higher leader legitimacy reduces these requirements across all types.

Government Type War Support Needed
Democratic Republic 60% citizen approval
Federal Republic 55% citizen approval + majority of state leaders
Parliamentary Democracy Majority parliament vote
Monarchy 40% nobility council backing
Absolute Monarchy 25% high command backing
Constitutional Monarchy 45% lower house vote
Dictatorship 30% high command backing
Theocracy 50% clergy council backing
Technocracy 50% technocrat council backing
Eco-State 50% ecological council backing
Socialist State 55% workers congress vote
Communalist 50% communal vote
Communist 50% party central committee backing
Anarcho-State 45% militia assembly backing
Libertarian 45% citizen approval
Free City-State 50% citizen consensus
Syndicate State 30% syndicate approval
Nomad 40% clan council backing

Riot & Civil Unrest Thresholds

The percentage of unrest needed to trigger a riot or civil upheaval. Once this threshold is reached, leadership can be removed through forced election or revolution.

Government Type Riot Trigger %
Democratic Republic 40%
Federal Republic 45%
Parliamentary Democracy 35%
Monarchy 60%
Absolute Monarchy 75%
Constitutional Monarchy 50%
Dictatorship 70%
Theocracy 55%
Technocracy 50%
Eco-State 55%
Socialist State 45%
Communalist 40%
Communist 50%
Anarcho-State 25%
Libertarian 30%
Free City-State 60%
Syndicate State 25%
Nomad 55%

Special Rules

These rules apply only to designated nations (for example: democracies, storyline factions, or sanctioned states). If your nation is flagged for any of the below categories, you must follow them.

Democratic Nations

  • Election terms required: Democracies must define election term lengths and hold elections on schedule to seat a new leader.
  • Snap elections: Players can force an early election; treat this as a formal snap election and run the vote promptly.
  • Civil Unrest scale: Democracies track Civil Unrest instead of Riot. Higher unrest should trigger in-game consequences per staff guidance.

Religious & Technocracy Upheaval

When flagged, faith- or science-led mandates override normal civil rules. If players openly reject the religion or tech doctrine, the nation enters a unique riot state tuned to that doctrine. Expect temporary limits on tax changes, mandatory edicts from clerics or technocrats, and fast-rising unrest if decrees are ignored. Staff will post active conditions while this tag is on.

Communist & Socialist States

If wealth disparity spikes, these states immediately enter riot conditions until disparity is reduced or concessions are made.

Monarchies — King Killer

Monarchies can be dethroned; the monarch may be killed or exiled under King Killer rules when triggered by storyline or revolt events.

Nomad Nations

Nomads have limited time per claim and limited claim duration, but creating a new town is very cheap.

Eco-States

Eco-States cannot declare war but are not punished for land loss.

Dictatorships

Dictatorships are heavily punished for war declarations and land loss.

Communalist Nations

Communalist nations have forced wealth redistribution mechanics that affect economic management and citizen satisfaction.

Technocracies

Technocracies have lower industrial upkeep but higher upkeep in other areas (farming, infrastructure, administration).

Eco-States (Expanded)

Eco-States have lower farming upkeep but higher industrial upkeep.

Communist Nations

Communist nations can ban all private markets and restrict store creation to approved individuals only, giving them centralized economic control.

Minimal Government Nations

Anarcho-States, Libertarian, and Free City-State governments have Essential services only — government is limited to essential services, resulting in reduced control over nation operations and citizen activities.

Free City-States

Free City-States are strictly limited to one town only. The nation cannot expand to multiple towns and must remain a single city-state.

Syndicate States

Syndicate States are governed through organized networks and syndicates, providing rigid hierarchical structure with efficient operations.

Submission

Once you have gathered all the required information, submit your nation application through the official Discord server or contact a staff member.

Questions? Join our Discord server for assistance with nation creation.