Combine power and time to become the hegemon. Power is expressed in points, time is expressed in turns.
The game is played in limited turns. Points are timely and equally distributed among players. Players must decide whether to cooperate among them to gain more points or to compete against other players to make them loose points. Rational and mathematical decision-making is needed in other to gain more points than other players before final turn ends. Enjoy!
1. Allocation
Each player must distribute 100% of their turn points among the available policy items.
Within each item, allocation is divided into two parts: Cooperation % and Competition %.
Cooperation % = cooperation. Competition % = conflict/defense (and can become attack).
If a player assigns 0% to both cooperation and competition, that item contributes nothing for the turn.
The sum Coop% + Comp% must be ≤ 100%:
If it is less than 100, the remainder is lost.
If it is greater than 100, the move is invalid → the previous turn’s move is taken as valid instead.
Example: A player has 100 points this turn. They allocate 60% to “Economy” and 40% to “Environment”. That is valid (100%).
If instead they allocate 80% to “Economy” and 30% to “Environment” → this exceeds 100% and the move is invalid. Allocation points= mov_alloc.
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2. Cooperation
Cooperation points depend of the outcome mov_coop = mov_alloc × (coop%).
Cooperation% is only activated if three conditions are met:
The player allocates Coop > 0 in that item.
There is at least one “other” player within the declared cooperation range (based on accumulated item points from the previous turn).
That “other” player also declares Coop > 0 in the same item and includes the first player in their range.
👉 In short: reciprocity is required.
If there is no reciprocity → res_coop = 0.
Distribution formula:
A common pool is created by summing all valid cooperative contributions among players (2,3 or more).
This pool is divided equally among all valid cooperative players.
Each player then receives: res_coop = (pool ÷ number of players) + (their own contribution × bonus_coop)
The cooperation bonus is reflected on the SETTINGS
Example: Player A and Player B both cooperate on “Environment”, each investing 20 points.
Together they form a cooperation group. The pool is 40 points.
Each receives 20 (pool ÷ 2) plus their own bonus.
If Player B had not reciprocated, Player A’s 20 points in cooperation would be wasted (res_coop = 0).
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3. Competition= defendse/ attack
Competition points depend of the outcome mov_comp = mov_alloc × (comp%).
By default, mov_comp always counts as defense, useful to reject attacks.
It only becomes an attack if:
The player declares a valid attack range, and
There is at least one target within that range (based on accumulated item points from the previous turn).
If no targets are within the declared range → no attack occurs, no malus is applied (mov_comp remains as defense).
The competion malus is reflected on the SETTINGS
If two or more targets fall within the range, the attack points are divided equally among all valid targets.
Example: Player A allocates 40 points to competition in “Defense” and declares an attack on players with 100–150 defense points.
Player B (120 points) is in range. Player C (90 points) is not.
→ Only Player B is attacked with 40 points.
If both B and C were in range, each would be attacked with 20 points.
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4. Malus and Damage
If an attack takes place:
The attacker always pays a malus = mov_comp × malus_attack (applied once, even if attacking multiple defenders).
For each defender:
Their defense equals their mov_comp (this turn).
Attack power is compared to defense.
If attack > defense → the defender suffers damage = (attack ÷ number of targets) – defense.
If attack ≤ defense → the attack fails, the defender takes no damage, but the attacker still pays the malus.
Example: Player A attacks Player B with 30 points. Player B has 20 defense points.
→ Attack succeeds. Player B loses (30 – 20) = 10 points. Player A also loses a malus (e.g., 30 × 0.2 = 6 points).
If Player B had 40 defense points, the attack would fail: Player B loses nothing, but Player A still pays the 6 malus.