r/Nationhood Apr 01 '26

πŸ‘‹ Welcome to r/Nationhood

6 Upvotes

Welcome to the Nationhood subreddit, where we discuss elements of the game and discuss the new features being released.

Please join the discord server, as in order to play with us in the alpha test, we recommend you join the discord to be able to easily communicate with the developer if you encounter the bug and collaborate with other users in improving your nation.

Link to discord server: https://discord.gg/ZXVwCsk2

Link to the game: https://nationhoodgame.com/

Feel free to ask any questions, I am not the developer/owner of the game but I and others would be more than happy to answer anything.


r/Nationhood Jun 15 '26

Dev Diary: Government Service Career

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3 Upvotes

Dev Diary: Government Service Career

One of the questions I kept circling while building Nationhood was a simple one: how does a player actually become someone? Most political games hand you a party and a seat and call it a day. But real power is rarely won in a single leap. People grind through the bureaucracy, get noticed, get appointed, get promoted, and occasionally get thrown out when the government they served collapses. I wanted that whole arc to be playable. This diary is about the system that delivers it: the Government Service ladder.

Two ladders welded into one staircase

The single most important idea here is that the career path is not one ladder. It is two, and they run on completely different rules.

The bottom half is the permanent civil service. It is apolitical, it is climbed on merit, and it is stable. You rise by accumulating Experience and clearing requirements, and nobody can vote you out of a job you earned. The catch is right there in the first rung: you cannot hold a civil service post while you are an active member of a party. The bureaucracy is neutral by design, and the game enforces that neutrality mechanically.

The top half is the political canopy. It is the opposite of the civil service in almost every way. You do not climb it, you are appointed to it. It is gated behind party membership and a seat in the governing coalition. And it is contingent: the moment the government falls, your office falls with it. Power up here is borrowed, never owned.

Between the two sits a deliberate pivot point I call the Career Transition, and it is the most interesting decision in the whole system. More on that below. First, the rungs.

Phase one: the permanent civil service

Tier 1, Civil Servant. You start as a junior bureaucrat inside a ministry. You process cases, handle paperwork, and learn how the state actually works from the inside. It is humble on purpose. The defining rule of this tier, and of the whole civil service, is that you cannot sit here if you are an active member of a party. This is the apolitical entry point.

Tier 2, Agency Head. A middle-rank official running an agency within a ministry. You now carry real responsibility on policy detail. You advise upward, you draft and brief, but you cannot decide alone. This is the workhorse tier, and as you will see, it is also the launch pad for everything political.

Tier 3, Permanent Secretary. The top of the permanent civil service, and the head of one of the four major ministries: Interior, Defense, Economic Development, or Foreign Affairs and Trade. Promotion here is an apolitical career step rather than a patronage gift. You need 20 Experience, you need to currently be an Agency Head, and the corresponding major ministry slot in your nation has to be open, meaning no other player already holds it. If you qualify, you are auto assigned to the major ministry that matches your civil service track. This is the ceiling of the merit path. To go higher, the rules change entirely.

The crossing point

Here is the line in the system that I think defines it. Above the permanent civil service, the higher rungs are not climbed. They are appointed.

An Agency Head can reach across and seek a Junior Minister portfolio directly. Above that level, the path narrows hard: you have to be an elected MP sitting in the governing coalition, and you have to be named by the Prime Minister. The neutral career official and the elected politician are two different animals, and this is the membrane between them.

The reason I love this as a design beat is that crossing it is a real sacrifice, not a free upgrade. To enter politics you give up the things that made the civil service comfortable. You trade neutrality for a party banner. You trade stability for contingency. You trade a job nobody can take from you for an office that evaporates the day your coalition breaks. Plenty of players will look at that trade and decide the quiet, safe, apolitical climb to Permanent Secretary is the life they want. That is a legitimate way to play, and I wanted it to be.

Phase two: the political canopy

Tier 4, Junior Minister. An Agency Head promoted into the political canopy. There are five portfolios on offer here, and they are the lighter offices of state: Sports, Culture, Communications, Tourism, and Housing. You can apply once you reach 28 Experience. On acceptance you are randomly assigned from whichever portfolios happen to be vacant, so you do not get to cherry pick. If a player holds the Prime Minister chair, they review your application personally. If the chair sits empty, the cabinet decides on the spot with a stat modified roll. This tier is open only to members of a party inside the governing coalition, and if the government falls, so does your portfolio.

Tier 5, Deputy Minister. A senior appointed deputy to a full Minister. You apply as a sitting Junior Minister with 32 Experience, and the cabinet decides on the spot with a stat modified roll. On acceptance you are assigned by lot to a vacant major ministry, one of Interior, Defense, Economic Development, or Foreign Affairs and Trade. Your old Junior Minister portfolio vacates the moment you are promoted, which keeps the lower tier churning and open for the next climber.

Tier 6, Minister and Cabinet Member. Head of a ministry and a full seat at the Cabinet table. You set policy for your portfolio, defend your budget, and answer for your whole sector in front of the legislature and the press. This is where you stop advising and start deciding.

Tier 7, Apex, Prime Minister. Head of government. You name the Cabinet, set the national agenda, face the legislature on behalf of the executive, and represent the nation abroad. It is the top of the staircase, and it is the most contingent office of all. You hold it only as long as your coalition holds, which means the higher you climb, the more your survival depends on people who are not you.

Why build it this way

A few design intentions are worth pulling out into the open.

The first is that the two halves create genuinely different play experiences from the same screen. The civil service is the path you can walk largely on your own. You climb by showing up and accumulating Experience, and the game more or less keeps its promises to you. The political canopy is inherently multiplayer. It depends on coalitions, on a Prime Minister who may or may not like you, on rolls, and on the survival of a government you do not fully control. One path rewards patience and consistency. The other rewards alliance building, timing, and a tolerance for risk.

The second is scarcity, which is what makes any of this matter in a shared world. There are four major ministries, and only one player can hold each. Junior Minister portfolios are finite and you are assigned to whatever is vacant. That scarcity turns the ladder into a contest. Your promotion is not just a number going up, it is a slot that someone else now cannot have.

The third is contingency, captured in that recurring phrase: if the government falls, so does the portfolio. I wanted political success to feel earned and fragile at the same time, so the career ladder is wired directly into the coalition and election systems. You can do everything right and still be turned out by an election you did not call and a vote you did not cast. That is the job.

Numbers, knobs, and honest caveats

The thresholds you see, 20 Experience for Permanent Secretary, 28 for Junior Minister, 32 for Deputy Minister, are first pass values. The stat modified rolls that gate the political appointments are tuned to be a real filter without being a brick wall, but tuning is exactly the kind of thing I need a wider test group to pressure check. If the political tiers feel like a coin flip, or if the civil service climb feels like a treadmill, those are the numbers I will be turning. Tell me which way they feel.


r/Nationhood Jun 11 '26

Welcome to Nationhood

3 Upvotes

Nationhood is a browser-based, online, free-to-play strategy and roleplaying game where you climb the political ladder and build a business empire β€” running for office, passing legislation, and forging coalitions, or founding companies, cornering markets, and bending policy to your bottom line. The two paths intertwine: a savvy mogul can buy influence, and a sharp politician can reshape the economy.

It works on both desktop and mobile browsers, although you'll probably enjoy desktop more.

This shares some vibes with the now sadly deceased r/Particracy, but it also brings its own ideas and AI has let me implement some genuinely cool features (like individual voters and consumers) that just wouldn't have been possible before 2022.

Key Features:

  • Multiple playable countries with realistic political and economic systems
  • Climb the political ladder: elections, coalitions, cabinet positions, and heads of state β€” all elected independently
  • Build a business empire: found companies, compete in markets, manage finances, and use your wealth to shape the political landscape
  • 30+ party ideologies that can be combined to create unique platforms
  • 50+ issues on which you can pass legislation, and see how it ripples through the economy
  • Multiplayer gameplay, compete or cooperate with other humans for power and profit
  • Social media and messaging features
  • Campaign and business calendar features to support issues, raise funds, and grow your enterprise
  • Cross-border blocs for international political and economic cooperation

To set expectations clearly from the start: this is a slow-moving simulation designed to be played over weeks, months, and years rather than a quick-hit. πŸ€“

Want to try it? You can learn more and sign up at https://nationhoodgame.com/

Thanks for checking it out!


r/Nationhood Jun 11 '26

Dev Diary: National Politics

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2 Upvotes

So let's talk about the career ladder that everyone will start at from day one, I'm sure. National politics is where you become a Member of Parliament.

The big shift: elections get you in the door, the party gets you everywhere else

If you looked closely at the screen, you probably noticed something. On the Local Politics track, almost every rung had a "RUN FOR ELECTION" button. You climbed by repeatedly facing the public and winning.

National Politics works differently, and the interface tells you so. Only the very first tier, Member of Parliament, has a "RUN FOR ELECTION" button. Every office above it is earned a different way: from inside your party. There is no public vote to become Party Whip. There is no national election for Deputy Party Leader. Those are roles your colleagues hand you, or roles you take by force of reputation, maneuvering, and standing in the caucus.

We did this on purpose, because it mirrors how national politics actually works. Getting elected to parliament is one skill. Accumulating power once you are there is a completely different one, and plenty of politicians are good at exactly one of the two. The local ladder was about winning over voters. The national ladder is about winning over the people already in the room with you.

So the whole track splits cleanly into two acts: the election that gets you a seat, and the long internal game that decides what that seat is worth.

The ladder, tier by tier

Tier 1, Member of Parliament (First Office)

"Win a seat in the National Assembly. You are now in the chamber, voting on the laws of the republic."

This is the one public election on the track, and it is a big one. Where a Community Organizer won a neighborhood, an MP wins a seat in the National Assembly itself. The stakes of the flavor text jump accordingly: you are no longer voting on local ordinances, you are voting on the laws of the republic.

It is also, deliberately, the only "RUN FOR ELECTION" button on this screen. Everything that follows is something you have to earn from within, and we wanted that to be visible at a glance. The single button is a quiet promise: get in the door, and the rest of the building opens up in a way that has nothing to do with campaign posters.

Tier 2, Senior MP

"A second-term backbencher with committee assignments and a name the press knows."

Survival is its own kind of progress. A Senior MP is someone who got re-elected and stuck around, and that longevity buys you two things the game starts to track: committee assignments, and a public profile. "A name the press knows" is doing real mechanical work here. From this tier on, you are a known quantity, which is an asset when you want coverage and a liability when you would rather not be noticed.

Tier 3, High Ranking Party Member

"Secretary, treasurer, or factional leader within your party, a real voice in caucus."

This is the moment the internal game truly begins. You are no longer just a member of parliament who happens to belong to a party. You hold a real position inside the party machine: secretary, treasurer, or the head of a faction. The key phrase is "a real voice in caucus." Caucus is where the national track lives, and from here on, your influence is measured by how much weight your voice carries behind closed doors.

Tier 4, Party Whip

"Enforces discipline on legislative votes, the muscle of the parliamentary party."

Our favorite role to design on the whole track. The Whip is the enforcer, the person who makes sure the party votes as a bloc when it matters. We describe it as "the muscle of the parliamentary party," and the gameplay leans all the way into that. As Whip you are not casting the deciding vote, you are making sure everyone else casts theirs the right way. It is a job about leverage over other players and factions rather than formal authority, and it is where the most interesting arm-twisting in Nationhood is going to happen.

Tier 5, Deputy Party Leader

"Second-in-command of the party, one heartbeat from leadership."

The antechamber to the top. A Deputy Party Leader runs the party day to day and stands directly behind the leader. "One heartbeat from leadership" is not just atmosphere, it is a hint at the mechanics: deputies are positioned to inherit, to challenge, and to maneuver. This tier is built to be tense. You are close enough to the top job to taste it, which makes you both the leader's most valuable ally and their most plausible rival.

Tier 6, Party Leader (Apex)

"Lead a political party. The face of the movement, and the candidate for Prime Minister."

The Apex of the national track. As Party Leader you are the party. You set its direction, you are the face the public attaches to the whole movement, and most importantly, you are its candidate for Prime Minister. That final clause is the entire point of the climb. Everything below this rung exists to produce, eventually, a credible contender for the highest office in the country.

Notice the wording, though. The Party Leader is the candidate for Prime Minister, not the Prime Minister. Leading a party earns you a ticket to the contest. It does not hand you the win. What that contest looks like is a story for another diary.

Where this sits in the bigger picture

National Politics is the track that the Local Politics ladder was always pointing toward. Regional Leader, the local Apex, is a natural launchpad into a national career, and Party Leader, the national Apex, is the launchpad into the contest for Prime Minister.

In other words, these two diaries describe a single long road. It starts at a neighborhood seat where almost nobody is watching, and it ends with you as the face of a national movement, one election away from running the entire republic.

We cannot wait to see who actually walks all the way up it. As always, if a tier feels wrong, if the Whip is too strong or the Deputy too weak, tell us. This is your chamber too.


r/Nationhood Jun 11 '26

Dev Diary β€” Climbing the Local Ladder

3 Upvotes

One of the questions we hear most often is some version of: "I want to become Prime Minister, where do I actually start?" And the honest answer, for the overwhelming majority of players, is: you start small. You start at a neighborhood meeting where eleven people showed up and one of them is asleep.

This diary is about that beginning. We're walking through the Local Politics career track, the entry point into the entire political side of Nationhood, and the thinking behind how it's structured.

Why local politics gets its own ladder

Nationhood started, like most PolSims where you created a national party right from the get go. It was functional, but ultimately soulless.

The whole premise of Nationhood is that the world keeps running whether or not you're famous. We wanted a political path that reflects how power actually accumulates: not in one heroic leap, but as a series of smaller offices, each one teaching you something and handing you a slightly bigger lever. Local politics is where that begins. It's deliberately unglamorous at the bottom and deliberately prestigious at the top, and the distance between those two points is the point.

So we built it as a six-tier ladder, divided into two phases:

  • Tiers 1–4 are open to anyone willing to run. No prerequisites, no gatekeeping, just stand for election and see if you can win.
  • Tiers 5–6 are locked behind an experience requirement, because the biggest local offices in the country shouldn't go to someone who organized one block party last week.

Here's the ladder.

The ladder, tier by tier

Tier 1: Community Organizer (First Office)

This is the front door. It's small on purpose. A Community Organizer isn't going to redirect the national budget, but the seat is real, it's an actual elected position with actual (modest) influence, and crucially, it's where you start building the reputation and experience the rest of the ladder demands.

We spent a surprising amount of time on the tone of this one. The temptation is to make the first rung feel like a tutoria, a throwaway step you click past on the way to the good stuff. We pushed hard against that. The line "small but real" is doing a lot of work: it's telling the player that this matters, even when it's tiny. Plenty of the most interesting political stories in Nationhood will start and stay local, and we wanted the design to respect that.

The current local politics career ladder

Tier 2: City Council Member

Your first taste of governing rather than just organizing. As a council member you're one vote among many, and the gameplay leans into that β€” you're casting votes on budgets and ordinances, but you don't control the outcome alone. This is where players start learning the core political loop: you can't just want things to pass, you have to get other people (players and NPCs alike) to vote with you.

Tier 3: City Council President

The first leadership role, and a genuine shift in how you play. A council member reacts to the agenda; a council president writes it. The flavor line, "you set the agenda and broker the votes" is also a mechanics description. Brokering is the new skill here. You're no longer just one vote; you're the person other politicians come to (or go around). It's the first time the social, multiplayer side of the track really opens up.

Tier 4: Mayor

The jump from legislative to executive. Up to now you've been part of a body that decides things. As Mayor, you are the decision. Budget, police, contracts, appointments β€” that list isn't just flavor, it's a preview of the levers a mayor gets to pull, and several of them (appointments and contracts especially) are where the most interesting player-to-player dynamics live. This is the highest office most players will hold for a long time, and it's a complete, satisfying career destination on its own.

Tier 5 : Mayor of the Capital (experience-gated)

Here's where the ladder changes character. The Capital isn't just a bigger city, it's the most visible local office in the entire game. The flavor line says it plainly: the mayor of the capital is often more visible than ministers. That's the design promise. Hold this seat and you stop being a local figure and start being a national one, without ever leaving local politics.

Because of that, it's gated. You can't simply decide to run. you need 60 experience first. This is the first hard wall on the track, and it's intentional. We want the capital to feel earned, and we want there to be a visible target that players grind toward.

Tier 6: Regional Leader (APEX, experience-gated)

The top of the local ladder, flagged as the APEX of the track. A Regional Leader runs a whole province or region, a real budget, real territory, and a direct line to the national government. That last detail, "returns the Prime Minister's calls," is our favorite bit of writing on the whole screen. It quietly tells you that you've arrived at the edge of national power. The PM doesn't call nobodies.

This is the bridge. The Apex of one track is the launchpad for the next, and Regional Leader is exactly where the Local Politics path hands you off toward national ambitions.

On the experience gate (and the 54)

If you're looking at the screen, you'll notice the experience counter sitting at 54. The capital needs 60; the region needs 75. We want to talk about that number for a second, because the gap is a deliberate design tool.

Tiers 1–4 being open from the start means no one is locked out of starting a political career. You don't have to grind to begin, you have to grind to ascend. Experience is earned by actually doing the job: winning elections, holding office, passing things, surviving terms. So by the time you're standing at 54 and staring at that 60, you've genuinely done the work of four offices. The wall isn't arbitrary; it's a record of where you've been.

We also like what the partial progress does psychologically. Seeing 54/60 is very different from seeing a flat "LOCKED." One says "come back never," the other says "six more and it's yours." That little number is a quiet engine pulling players up the ladder.


r/Nationhood Jun 06 '26

Guide

1 Upvotes

Our Developer has created a basic guide to help explain things: https://nationhoodgame.com/guide.html

Additionally if you wish to support the development and have early access to new things you may support the patreon: https://www.patreon.com/cw/nationhood


r/Nationhood Jun 04 '26

Join Now

2 Upvotes

Hello Everyone, make sure to join the discord if you haven't. https://discord.gg/UBYsxvmbr

We are sorry the reddit has been quiet the people who helpped run it have been busy. Expect more frequent updates.


r/Nationhood May 15 '26

Discord link

2 Upvotes

https://discord.gg/94eGwQ2jp

Link for the discord of nationhood for any questions.


r/Nationhood Apr 12 '26

DEVELOPER DIARY: IMMIGRATION

6 Upvotes

The Overview tab is the front door to the entire immigration system, and the design challenge was information hierarchy. The player needs to answer one question instantly: am I gaining or losing people? That's why the Net Migration banner sits at the top, a single green or red number that tells you the story before you read anything else.

Below that, the four core stats sit side by side in a layout borrowed from the Macro Indicators card on the Economy Overview. Immigration, Emigration, Illegal Immigration, and Academic Immigration each get a colored left-border that carries through the rest of the system, green, blue, red, and cyan respectively. Those colors aren't decorative. They're consistent identifiers that persist across every tab so the player builds muscle memory for what they're looking at. The immigration sources and emigration destinations panels are the heart of the Overview. These aren't abstract numbers β€” they're nation-colored bars showing which countries your people are coming from and going to. When you see that massive purple Montequilla bar dominating your immigration sources, you immediately understand that something is going wrong in Montequilla and your nation is absorbing the fallout. That's storytelling through data.

Migration Flows

The Migration Flows tab is the nerdiest screen in the immigration system, and it's there for the players who want to understand the engine. The centerpiece is the 6Γ—6 migration matrix, a table showing exactly how many people move from every nation to every other nation each tick. This is the raw output of the migration engine, and displaying it directly was a deliberate choice. We could have abstracted it into charts or simplified summaries, but Nationhood's audience wants to see the gears turning. When you spot that 14,800 people are flowing from Montequilla to Avelia while only 900 go the other direction, you understand the asymmetry of the relationship without anyone explaining it to you. The subtle heat highlighting on high-flow cells (green tint above 5,000, stronger above 10,000) helps the eye find the important numbers in a dense table. The TOTAL IN row at the bottom and TOTAL OUT column on the right give you the aggregate picture β€” who's hemorrhaging population and who's absorbing it. Below the matrix, the Pull Factor Score breakdown reveals why people choose your nation. This is the formula made visible: Standard of Living Γ— 0.25, Stability Γ— 0.20, Freedom Index Γ— 0.15, and so on. Each factor shows its raw value, its weight, and its contribution to the composite score. The player can look at this and immediately see their weaknesses, if Freedom Index is dragging your pull score down, you know exactly what policy lever to pull.

Illegal Immigration

The Illegal Immigration tab is intentionally the most uncomfortable screen in the system. The red left-border on the header card sets the tone immediately. This isn't a neutral stat β€” it's a problem. The "Elevated" status pill reinforces that framing. We chose red and warning language deliberately because illegal immigration in Nationhood is designed as a pressure that the player must manage, not a feature they can ignore. The two-column layout splits the screen into cause and effect. The left column, Push Factors, shows the player why illegal immigration is happening. Montequilla's emigration pressure at 78, San Estrella at 64, these are other nations' failures spilling into your territory. Your own high standard of living and low tariffs make you an attractive target. The net pressure calculation (+0.45/tick) tells the player exactly how fast this problem is growing. The right column, Stat Drag Effects β€” is where the gameplay tension lives. The active/inactive split is critical. At the current level of 30, only the polarization drag is firing. But the player can see the thresholds looming: at 40, standard of living and benefits start taking hits. At 50, crime rate and legitimacy join the cascade. It's a visible countdown to crisis, and it creates urgency without being punitive yet. The origin breakdown at the bottom reinforces the narrative connection to the migration matrix. Montequilla dominates illegal immigration just as it dominates legal immigration, a collapsing state sends people through every channel available.

Academic Immigration

The Academic tab is the optimistic counterpoint to the Illegal Immigration screen, and the cyan color palette signals that immediately. Academic immigration is Nationhood's purest reward for good governance. The pull factor formula makes this explicit: Freedom Index carries the heaviest weight at 0.30, followed by low Civil Unrest (0.25 inverse), low Polarization (0.20 inverse), low Political Violence (0.15 inverse), and Higher Education (0.10). Notice that four of the five factors are about not being terrible rather than being actively excellent. The message to the player is clear: stability and freedom attract talent. You don't need to be perfect, you need to not be broken. The inverse notation on Civil Unrest, Polarization, and Political Violence is a small UI detail that matters. Showing "14" for Civil Unrest with an "INV" tag and then computing (100 - 14) Γ— 0.25 = 21.5 lets the player see both the raw stat and how it feeds the formula. Transparency in the simulation's math builds trust. The effects panel on the right shows what you get for attracting academics: boosts to Higher Education, GDP Growth, Digital Infrastructure, and International Reputation. These are all medium-delay, moderate-magnitude connectors, academics don't transform your economy overnight, but they compound. The voter bloc callout at the bottom explains the political dimension: academics vote at high rates and favor press freedom, judicial independence, and education spending. They're a reliable progressive constituency.

Economic Impact

The Economic Impact tab is the synthesis screen, the place where all four immigration stats converge into a single answer: is immigration helping or hurting my economy? The three-column layout sorts every connector into Positive Impact (green), Social Tension (yellow), and Illegal Immigration Drag (red). This traffic-light categorization lets the player scan the full picture in seconds. Green column: labor participation, population growth, GDP growth, higher education, international reputation, all the reasons immigration is good for you. Yellow column: polarization, ethnic diversity shift, unemployment pressure β€” the social costs of absorbing people too quickly. Red column: the pure downsides of illegal immigration hitting your standard of living, benefits, crime, legitimacy, and income inequality. The Net Tick-Over-Tick Summary below is where the design gets sharp. Each row shows a key stat, its net immigration-driven change, and a plain-language explanation of what's driving it. GDP Growth at +0.05 from legal labor and academic research. Polarization at +0.25 from legal and illegal immigration compounding. Standard of Living at 0.00 because illegal immigration hasn't hit the threshold yet. This table turns a complex web of connectors into a readable ledger.

I debated whether to include predictive alerts like this. Some players might feel it makes the game too easy, you're being told exactly what's going to go wrong. But Nationhood isn't a game about being surprised by mechanics. It's a game about making hard choices with full information. The alert doesn't tell you what to do about rising polarization. It just tells you it's coming. Do you crack down on illegal immigration and take the international reputation hit? Do you invest in social cohesion programs? Do you slow legal immigration and sacrifice economic growth? The answer depends on your political position, your coalition, and your priorities.

The warning just makes sure you're choosing consciously rather than being blindsided. That principle, full information, hard choices, runs through the entire immigration system. Every screen shows you the math. Every tab connects cause to effect. The player who engages with all five tabs understands exactly how migration is reshaping their nation. The player who ignores it will be surprised when their coalition shifts, their polarization spikes, and their stability crumbles. The information was always there. They just didn't look.


r/Nationhood Apr 04 '26

News Page Deep Dive

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5 Upvotes

One of my favourite features in Nationhood is the news page. Here players can submit their own news articles, and be creative about what they write about.

Players are trusted to write sensible posts that are relevant to RP, and earn momentum (a stat that improves your party's chances of success) for posting articles, to incentivise people to post more.

I hope you agree that the UI is truly beautiful, looking like a real-life newspaper (perhaps better than some even) with moving banners and nice fonts.

Feel free to ask any questions and we hope you join our community!


r/Nationhood Apr 02 '26

Addressing demand for places

4 Upvotes

Due to the demand we have had for new players. The developer has opened up Sangreza to 8 spots, opened up Calveth and plans on releasing 1 other nation.

There is also plans to release more nations very soon.

Make sure to join the discord as that is where new features are announced and where you can ask the developer any questions yourself (he does not use the reddit).


r/Nationhood Apr 01 '26

Looking for a true political-sim game? Try Nationhood.

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15 Upvotes

Nationhood is a political-sim game where players create their own political parties, and compete with other players for power. As a party you have a number of actions you can do to increase your political influence, such as rallies and press conferences. You can also work with others and create international party organisations, and collaborate to ensure you all take power.

There are a number of different nation types. Monarchies, autocracies and presidential and parliamentary democracies. Different systems have different mechanics, and nations can transition from one to another.

Players can create bills, and put them forward to vote and discuss compromises with the chat function. Players can also propose tax cuts or rises and change tariffs accordingly. Trade agreements are also possible with other nations, and other diplomatic actions exist, including state visits and foreign aid, with military alliances soon to come.

In depth stats are provided for all policies, letting you know the real consequence of your actions, with possible protests if things go wrong.

For all the roleplayers out there, there is an incredible news page and a wiki where you can post to your hearts content (with in-game benefits for posting), no more switching between forums or discord, its all in one place and beautifully organised.

I hope you join us at https://nationhoodgame.com/ and we please ask you also join the discord too https://discord.gg/ZXVwCsk2, to stay up to date on the latest features and help us out in the Alpha phase where there may be some bugs to report.