Govern
Tax, wages, education, health care, pensions, transport. The population reacts every game month — welfare, employment and emigration are consequences.
Persistent economic simulation · war optional · operational since 2002
Simcountry is a persistent online strategy game. Six worlds, 24,255 countries. Every four hours the clock advances one game month — production settles, budgets clear, armies eat — whether or not you are at the console.
Theatres of operation
Simcountry is a full economy — supply chains, labour, tax, debt and, if you want it, war. Ignore any one of them long enough and it will take the country down.
Tax, wages, education, health care, pensions, transport. The population reacts every game month — welfare, employment and emigration are consequences.
Hundreds of products on real supply chains. A factory with no raw materials stops. State corporations, public corporations, and the shares that come with them.
Prices follow other players' shortages, in a dynamic live market. Trade shares, stockpile strategic materials, ship them when the market turns.
Land forces, air force, navy, landing units, ammunition you produce yourself. Every world but one lets you keep a permanently protected country.
Inside the game
Your country's monthly settlement: what came in, what went out, and what is about to break.
Illustrative composite of the country home, finance and supplies pages
Each is a separate planet with its own map, markets, prices and politics. All six run six game months a day.
| World | Countries | Posture | Brief |
|---|---|---|---|
| White Giant | 6,087 | Busiest | Largest product market and largest stock market. If you came for the economy, start here. Empire leader countries keep war protection. |
| Fearless Blue | 6,159 | War world | The only world where your main country can be conquered. New presidents get 60 days before reality sets in. |
| Golden Rainbow | 4,804 | Est. 2006 | Wars happen, but never to you unless you allow it — one country stays permanently protected and only you can drop the shield. |
| Little Upsilon | 3,467 | Est. 2007 | Nineteen years of accumulated history, established empires and settled trade routes. Same permanent protection for your main country. |
| Kebir Blue | 3,061 | Compact | First world in Simcountry — smaller in size with occasional wars. |
| Tiny Atlas | 677 | Resurrecting | The smallest of the six worlds. Space centers reachable by cargo space shuttles. Very rich in resources found nowhere else. Huge potential for wealth and opportunities. Advanced players' paradise. |
Operational tempo
One month of production, tax, births, deaths, trade and war settles roughly every four real hours — six times a day, on a fixed schedule. Log in twice a day and you are hands-on; log in once a week and you are a head of state reading six months of reports. Both are valid — the world does not wait, and it does not punish you for sleeping.
Free membership, no time limit, no card. Pick a world, pick a country, and answer for what happens next.