One world. One economy. One #1.
Every Founder plays in the same persistent economic world. Servers may scale underneath it, but players are never split into separate economic universes.
Corporate Warfare is being designed from the economy outward. Before we ask players to build empires, we are building the rules that make ownership, competition, land, markets, deals, failure and recovery mean something.
We're building the economic rules before we build the pretty stuff. Corporate Warfare begins with a world that resembles the real economy — cities, land values, industries, resources, infrastructure and existing businesses. From there, players take over.
We are not promising a release date. We are building the system until it deserves one.
No fake progress bars. No invented percentages. These statuses reflect what is actually happening in the build.
Every Founder plays in the same persistent economic world. Servers may scale underneath it, but players are never split into separate economic universes.
Overall Founder rank is based on net worth. Official rankings are calculated daily, with industry, regional and seasonal rankings underneath.
Real geography sets the stage. The Day-One world resembles real economic ideas and relative values. After World Opening, the game economy writes its own history.
A Founder can identify with South Sudan and build the first company in Dallas. Capital can go where the opportunity is.
Physical development requires a place to exist. If another Founder owns the land you want, you negotiate, lease, partner, buy — or build somewhere else.
Oil, minerals, farmland and other resources begin where they plausibly belong. Ownership follows players. Value follows the market.
Companies and fortunes can fail. Founder history survives, and recovery must be earned through play rather than erased by a reset.
The simulation can be sophisticated. The Founder makes the meaningful business decisions. The engine handles the administrative weeds.
Before a full player-facing game is built, the plan is to create a local economic simulation harness and run long-horizon tests on the development laptop. The current cap is 100,000 simulated Founders, using rules-based behavior rather than thousands of paid AI agents.
The goal is simple: try to break the economy before players do.
We're recruiting early testers who will challenge assumptions, exploit weak rules, compete hard and tell us when something isn't fun.
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