Coming Soon: The Political System

The team has been busy putting the finishing touches on a massive game feature, the Political System. Pull up a seat, and we’ll share with you all the nitty-gritty details!

The team has been busy putting the finishing touches on a massive game feature, the Political System. Pull up a seat, and we’ll share with you all the nitty gritty details!

Astrub: Become a Citizen of a Nation

Let’s start with an updated reference, shall we? Currently, you start your WAKFU adventure in Incarnam. Here you discover the basics of combat and how to properly balance an ecosystem. Once you’ve gotten the gist of things, Catskill, a tubby feline Clan Member, is more than eager to drop you (literally) right into the heart of the World of Twelve.

But as of the next patch, this will no longer be the case. Instead, Catskill will be realigning his trap door and will now drop you off at a new land, Astrub, which will serve as a crossroads of sorts. Acting as your new home for the next several levels, you’ll learn about the different nations and eventually pledge your allegiance to one: join the nation of Amakna or the country of Brakmar?

However, this article is not about Astrub, so we’ll save that for another time.

At this point, you’ve chosen the nation to which you’ve pledged citizenship. Current Closed Beta testers know that becoming a national citizen not only means that you’ll be choosing where you’ll begin your journey, but that it becomes your permanent home, too.

Becoming a citizen means you also become subject to its specific laws. Every patriotic action thereafter (see the “Law System”) will earn you Citizenship Points. Conversely, if you commit an action against the interest of your home nation, you will lose Citizenship Points. These points define the rights and opportunities available to you. If, for example, your allotted pool falls below -50, you are considered an Outlaw and therefore an Enemy of the State. Outlaws are hunted down by their former brethren and brought to justice by defeat in combat!

Moving on, let’s talk new features, beginning with the various ways to have deeper involvement with your nation.

National Roles

Citizens can take on a special role to better serve their country. Such roles, or duties, will increase over time and will translate into in-game bonuses and new options.

Currently, there are three types of roles planned that a citizen can enlist as: Elected, Appointed, and Open. Additionally, a citizen can only hold one role at a time.

Role: Elected (Governor)

As with everything in WAKFU, it’s all up to you. As such, each nation is led by a player, a Governor, who is elected by his peers.

Holding office for a term of two weeks (the exact duration is under evaluation), the election period itself takes place over the course of 48 hours, which includes time for both applications and votes. During this process, all citizens with more than 100 Citizen Points are allowed to cast their votes for the electoral candidate of their choosing. To run however, a potential candidate must have at least 1,000 Citizen Points.

To quickly identify your Governor, the elected official will sport the icon of a floating crown. In addition, they will also be the only ones who can interact with the throne… having it ask for his royal behind!

 

 

Abilities of an Elected Governor

  • Define sales tax rates and spending for each national territory.
  • Activate time-limited Public Challenges.
  • Activate temporary climate modifications.
  • Declare the relocation and/or protection of specific species.
  • Define specific domestic laws.
  • Manage international relations.
  • Appoint government officials.

The Political UI is divided into several tabs. The first keeps you informed about everything concerning the Governor: the title he chose for himself, his rank of citizenship, Wakfu / Stasis gauge, his guild, in addition to his mandate and speech.

 

Roles: Appointed (Government Officials)

The Governor is the only elected official. From there, he can delegate his powers and enforce his influence by appointing a cabinet of loyal followers and chief advisors:

  • Deputy Governor: Mirroring all the powers of the true Governor, the Deputy is instead appointed. With such power, he must be chosen carefully to be the perfect “right hand” as he must hold the complete confidence of both the people and the Governor he serves.
  • Guard Chief: Supervisor of the Guards, this individual coordinates all domestic security efforts.
  • Army General: Leader of the National Army, this individual heads up the Soldiers.
  • Meteorologist: A professional weather forecaster, this individual can manipulate the regional climates by purchasing upgrades for the nation.
  • Economist: A Master of Kama and Trade, this individual can moderate taxes within the nation’s territories.
  • Challenger: A specialist of complicated ordeals, he purchases Public Challenges and issues them to territories of the nation.
  • Ecologist: Can enact protection measures toward a particular species.

 

The Governor may reappoint members of his government at any time, but while there are several positions to fill, a single person cannot hold more than one seat of office at the same time.

 

The second half of the Government tab allows you to consult with members appointed by the Governor and displays the state of the National Treasury.

 

Role: Open (Servicemen)

These roles are available to all citizens at any time with only one requirement: the successful passing of a test issued by Master Owl (similar to a Job Test).

Two new Open Roles will be implemented in the next patch:

  • Guard: Responsible for domestic security, the main function of the guard is to track and hunt down criminals. And by dedicating yourself to ensuring the safety of your fellow citizens, the guard will receive a combat bonus when facing an Outlaw on national soil.
  • Soldier: Specialized agents of international warfare, these commandos are charged with seizing enemy territory or defending their own. For this, they receive a combat bonus when fighting with or against a Clan Member.

 

For easy identification, Guards and Soldiers are issued an equippable badge which activates a visual icon specific to their role, in addition to its associated bonus.

Law System

There are two types of rules that act on the a member’s Citizen Points: Civil Rights and Prohibition Laws.

Civil Rights

Civil Rights are mirrored among all nations and cannot be impeded upon by the Governor. It is the foundation of your government and therefore cannot be circumvented in any fashion. These three rules dictate the acquisition of Citizen Points:

  • Devotion: +1 Citizen Point for every action that follows the will of a Clan Member
  • Keeping the Peace: +10 Citizen Points for each successful attack against an Outlaw
  • Conquest: +50 Citizen Points for territorial conquest or defense

 

Prohibiting Laws

The Governor, upon his election, may amend existing laws for the nation, including its associated territories. These laws are the only ones that can forbid an action, and therefore, the violation of these laws can result in the loss of Citizen Points to the responsible individual.

In a manner similar to constructing a Trading Card Game deck, the Governor will be able to choose a limited number of active laws among an exhaustive list. As such, he has a set stock of Law Points available which he can spend. According to the rank of the law (Misdemeanor, Felony or Major Crime), the point value of each law varies.

He can therefore choose between enforcing many minor offenses, or a few major crimes.

The Governor may choose from several common laws (available to all nations) or among a set of unique regulations available to only their specific nation. For example, the “Escape Act” (refusing a duel) is only offered in Brakmar.

The constant changing of laws could be confusing to a nation’s citizens. To help deter this, the first change of law is free of charge with every change thereafter costing 500 Citizen Points.

 

You will find all these laws in the corresponding tab of your Political UI.

 

Examples of Laws

Here are a few laws for review. The list is not exhaustive, and not all may be present in the next update:

  • Violence: Fighting an innocent citizen is a crime.
  • Xenophobia: Fighting foreigners and neutral individuals is a crime.
  • Coup: Fighting a member of the Government is a crime.
  • Disobedience: Performing an action against the wishes of the Clan Member is a felony.
  • Treason: Joining an outlaw in combat is a felony.
  • First in Line: Losing a battle that you instigated is a felony.
  • Friendly Fire: Killing an ally in combat is a felony.
  • Jump In: Joining a battle without having been invited is a misdemeanor.
  • Escape: Refusing a duel is a misdemeanor (Brakmar only).
  • Dishonor: Losing a duel is a misdemeanor (Brakmar only).
  • Pacifism: Requesting a duel is a misdemeanor (Amakna only).
  • Asset Mismanagement: Lighting candles during the day is a misdemeanor.
  • Degradation: Littering is a misdemeanor

 

Foreign Policy

So far we’ve addressed a nation’s domestic policies. We shall now see the inner workings of international politics.

A nation may declare one of three status types towards another nation:

Neutral: A citizen may travel freely within the territory of a neutral nation. Any action performed on the ecosystem, however, whether or not it follows the wishes of local Clan Member, will flag him as an Enemy of the State. If that happens, the individual will be open to attack by all locals and may be subject to being escorted to the border.

Ally: Becoming allies with another nation is like becoming one-in-the-same.  Citizens of allied nations may move about freely and carry out actions in compliance with local laws.

Enemy: Quite straight forward, enemies are Kill on Sight when on unauthorized soil. To seize control of a territory and attack a Clan Member, war must be declared between such nations.

The Governor is responsible for managing all aspects of international relations, including forging alliances or declaring war. A Declaration of War is effective and immediate and can be issued by any particular nation. On the other hand, to declare a truce or an alliance, the agreement must be mutual between the two affected Governors.


Disclaimer: Names used within this article are subject to change without notice.