NATIONHOOD Rise & Fall

ABOUT

Every civilization falls. The only question is when you let it.

BrowserNo download
PersistentNever pauses
MultiplayerShared world
FastDays, not months

The short version

You found a civilization. You raise it, expand it, and take every point of Legacy it will give you. Then it stops giving. Regions that once paid well start paying less, and nothing you build turns that around. At some point you stop feeding a dying thing, go into Decline, and found a new civilization on top of the old one — richer for having buried it.

It runs in a browser, it runs whether or not you're logged in, and it runs alongside everyone else's civilizations in the same world. A single civilization's whole life — founding to collapse — takes days rather than months.

The cycle

Every civilization moves through the same five stages in the same order. The stages are not optional and they cannot be skipped. What you control is how fast you move through them and how much you take out along the way.

Found

Pick a river, a coast, or a high pass. One region, one people, no history.

Rise

Food, population, faith. The early years are generous and forgiving.

Expand

Take regions, research, build. Every region pays Legacy on every tick.

Decadence

The payments shrink. More regions, less return. It is not a bug and not reversible.

Decline

Step down deliberately. Bank everything earned. The map remembers you.

and found again, higher up than you started

Decadence

Decadence is the engine of the whole game. Early on, each new region you take pays close to its full Legacy value. As your civilization ages, that per-region yield falls — slowly at first, then steeply. A hundred-region empire deep in Decadence can earn less per tick than a twenty-region kingdom in its Rise.

There is no building, no technology, and no ruler that reverses it. You can slow the curve, and good play does, but every civilization in the game's history has ended on the right-hand side of this chart.

DECADENCE BEGINS MOST PLAYERS DECLINE HERE RISE EXPAND DECADENCE AGE OF CIVILIZATION → LEGACY PER REGION
Yield per region across one civilization's life

Going into Decline

Declining is a choice you make on purpose, and it is the most important decision in the game. Go too early and you walk away from Legacy your civilization would still have paid you. Go too late and you spend days grinding regions that barely return anything, while other players are already three civilizations further on.

When you decline, your civilization ends. Its cities become ruins on the shared map, its borders open, and its record is written into the archive under its own name. Everything it earned is banked. Then you found again — and the new civilization does not start from nothing.

BANKED LEGACY 2,707 EACH ONE STARTS HIGHER BEDROCK — YOUR FIRST GAME FIRST HOLDING MERU-KHET THESSARY ASHKARUM NINHARA +120 legacy · declined +455 legacy · declined +640 legacy · declined +1,180 legacy · declined +312 and counting · standing
Five civilizations, one player — each founded on the ruins of the last

This is what a tell is: the mound that forms when a city is rebuilt, over and over, on the rubble of the city before it. Every real ancient site you can name is one. It is also, exactly, your account.

You are not alone on the map

The world is shared and it does not pause. While your civilization rises, other players are expanding into the regions you wanted, trading with your neighbours, and deciding whether you are worth invading. When someone declines, their territory opens — and everyone nearby moves at once.

Nothing is lost when you log off; ticks continue, harvests come in, and armies keep marching. Coming back to a changed map is the normal experience of playing, not a punishment for being away.

Found something that will fall

Pick a river. Take what it gives you. Know when to walk away from it.