Worlds

When creating a new state, players can opt to join one of the existing worlds and take part in trade agreements, wars, or even be elected world leader.

Trade Agreements
While in a world, it is possible for a country to set up a trade agreement with another state to boost the economy of both states through the exchange of trade goods. The target state does not need to accept the trade agreement for it to take effect; however, either side may cancel the agreement at any moment. This action costs two action points, and only three trade agreements may be active at the same time.

Wars and Military
In contrast to classic states, world states may find useful to keep a certain amount of budget allocated to the military; be it to provide assitance to an ally, to attack an opponent, or for simple self-defense of the state.

Invading a country or deploying troops costs one action point (these are earned by increasing your regent's influence year on year and on re-election); however, such action will have negative effects on the country, such as reducing international reputation. To reduce such effects, it is possible to issue a war declaration. Doing so will however cost two action points and delay the start of the war by one quarter, allowing the attacked state more time to seek allies to aid in defense.

Boycotts
Boycotts forbid trade with the target country, and have a negative effect on its economy. Boycotts cost one action point.

World Leader
In a world it is possible for a regent to be elected World Leader. The World Leader may block reforms, thereby preventing any state in the same world from activating it. The World Leader's authority is also required for the transfer of money between states (whether it be a gift, foreign aid or reparations for war damages).