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The Dynasty Rulebook

Complete guide — Last updated: October 2026

Dynasty is a free, browser-based political and economic life simulation. You guide a single character through an entire life — working, building wealth, raising a family, climbing the political ladder — and when they die, your heir continues the bloodline. The goal is to grow the most powerful and lasting dynasty across generations. This page explains every system in detail.

There are three nations to call home, each granting a permanent passport bonus: ❤️ Vitalia (+5 Health per year), ⚡ Dynamis (+5 Energy per year) and 💪 Fortis (+5 Fitness per year). At launch the first 300 players to verify their email are auto-assigned to balance the world — the first 100 to Vitalia, the next 100 to Dynamis, the last 100 to Fortis; from then on new players choose their nation freely.

⚠ One account per player. Multi-accounting is strictly forbidden — creating or using more than one account, for any reason, results in a permanent ban of every account involved. See the Terms of Service for details.

1. Time & Aging

Time in Dynasty flows in game years. One game year equals 24 real hours. At each year change (the “annual tick”) the whole world updates at once: your character ages by 1 year, eats, pays rent and taxes, receives salaries, and your stats naturally decay.

ActionReal time
Work shift3 hours
Study session1 hour
Sport training session1 hour
Criminal scouting30 minutes
Game year (annual tick)24 hours

As your character ages, natural decay accelerates: it is mild below 40, increases between 41–55, more from 56–70, and is steep at 71+. The older you are, the higher the yearly chance of death — especially if your Health is low.

2. Your Stats

Your character is defined by seven core stats, each ranging from 0 to 100:

StatWhat it does
❤️ HealthYour lifeline. At 0 you risk death. Restored by food, medical vouchers and hospitals.
😀 HappinessBoosts your work income. Low happiness reduces earnings.
⚡ EnergySpent on actions (work, training, social). Recovered by sleeping at home each year.
💪 FitnessDrives sport performance and overall vitality.
✨ AppearanceRaises Status and improves social encounters. Maintained with clothes & beauty care.
👑 StatusSocial standing. Increases political and social influence.
🤝 SocialAffects relationships and the chance of meeting new people.

Every year all stats decay by a base amount (Health −10, Happiness −15, Fitness −10, Appearance −15, Status −10, Social −15), with extra decay at older ages. Managing this decline is the core day-to-day challenge: eat, dress, exercise, socialise and seek care to stay ahead of the clock.

3. Survival: Food, Housing & Energy

Food

Every year your character automatically eats one unit of food from your backpack, in order of quality:

If you have no food, you starve: −30 Health that year. Always keep food stocked.

Housing & Energy recovery

Where you live determines how much Energy you recover each year:

HousingYearly costEnergy recovery
Homeless—+10 ⚡
State Housing$750 / year+50 ⚡
Apartment (rented or owned)varies+80 ⚡
Villa (rented or owned)varies+100 ⚡

Rent (state or private) is not paid upfront — it is charged automatically at each year change. If you can’t pay, you are evicted. Wearing no clothes inflicts −10 Health and −20 Happiness per year, so always keep an outfit equipped.

4. Work, Wages & Education

Work is your first source of income. Click Start Shift, wait 3 real hours (your very first shift takes only 5 minutes), then Claim your wage. Each shift costs Energy, and that cost rises as you age:

AgeEnergy per shift
Under 40−20 ⚡
40–59−30 ⚡
60–69−50 ⚡
70 and olderCannot work — live on pension or rental income

Your net income is roughly: base state wage × work multiplier × happiness modifier, minus income tax (15% by default). The work multiplier grows with your work experience and your High School Diploma, up to ×2.

Education (Academy)

You cannot study after age 70.

Tip: Owning a car and keeping Fuel in your backpack shortens the work timer (down to ~1h12 with a luxury car), letting you work more shifts per day.

5. Companies & Production

To found a company you need an empty, already-built Industry, shop unit or Bank that you own or rent, plus the matching degree for licensed businesses. Founding is free unless your nation's parliament sets a Business Founding Fee (up to $3,000). The company starts with an empty treasury, so put money in before you hire.

The production loop:

  1. Employees work shifts and produce goods.
  2. Goods accumulate in the company warehouse.
  3. You list them on the market for sale.
  4. Revenue flows into the treasury.
  5. You withdraw profits (subject to a withdrawal tax).

You can only sell your company's goods, or buy supplies for it, while you are in the nation where it is based.

Production chains include food, energy drinks, construction materials, and more. Each step transforms raw materials into higher-value goods.

6. Real Estate & Construction

On the Map you can buy empty land from the State (price starts at $1,000 and doubles with each lot you buy), then build on it. Construction requires money, Prefabs and time:

BuildingCostPrefabsBuild time
🏭 Industry$10,000512h
🏪 Commercial Building$5,000212h
🏦 Bank$20,000512h
🏠 Villa$20,000512h
🏢 Apartment Building$10,000312h

These are base costs: from your second building of the same type, a surcharge set by each nation is added (default $5,000; the Bank is exempt, and you can own only one). An apartment or commercial building is one unit you can live or work in, rent out or sell to another player; a Villa is a high-end home that can likewise be lived in, rented out or sold. Property owners pay an annual property tax; failing to pay for 3 consecutive years leads to seizure and public auction of the asset.

7. Market & Trade

The market has three tiers:

Prices are driven by players and the State. Buying low in one nation and selling high in another is a valid strategy. Sales are subject to VAT set by each nation’s government.

8. Banking & Loans

Need capital? You can take a state loan (interest rate set by the government, repaid in fixed instalments) or borrow from a private bank owned by another player. Instalments are deducted automatically each year. If your balance goes negative you cannot take new loans until you settle the debt.

A state loan is always repaid to the nation that granted it.

Players who build a Private Bank can found a banking company and offer loans to others, earning interest as income.

9. Gold & the Exchange

Since year 100 Dynasty has gold bars, traded on the Exchange page of the menu. Gold is physical: every nation has its own Gold Exchange, you trade in the one of the nation you are in, and to move gold abroad you carry it yourself.

Every rule is in the Gold & the Exchange page of the wiki.

10. Family, Heirs & Inheritance

This is the heart of Dynasty. Through relationships you can marry and have children. Children grow 1 year per game year, and your eldest is your heir at any age: if they are still a minor when you die, they take over at 18 and the estate pays the remaining childcare years.

When your character dies:

Tip: Always secure an heir before old age. A dynasty with no successor loses everything.

11. Politics & Elections

Any player can found a political party. Citizens vote (1 vote each) during the election phase. Elections come round every 7 game years, and the polls stay open for 1 game year.

Seats are allocated proportionally to each party’s votes (largest-remainder method). Each party fills its won seats with its own members — those members become elected Members of Parliament and gain access to the Parliament Floor. The leader of the party with the most seats becomes the single Prime Minister, earns $2,000/year and casts a vote worth triple weight.

In Parliament, elected members propose and vote on bills that change national policy: income tax, VAT, state wage, property tax, pensions, security level, sport funds, loan interest and more. The Prime Minister also holds a one-time decree to enact a law without a vote.

Note: Simply founding a party does not grant Parliament access — you must win seats in an election first.

12. Crime & Justice

The criminal path runs in three phases: Train a skill (1h) → Scout a target (30 min) → Execute the crime. There are four criminal skills: Stealth, Intimidation, Lockpicking and Combat.

CrimeKey skillJail (years)
PickpocketStealth1
Shop TheftLockpicking2
RobberyIntimidation3
BurglaryLockpicking ≥ 504
MurderCombat ≥ 808

On failure there is a high chance of arrest. While jailed you cannot act; you may wait for release or pay bail = jail years × $4,000. A nation’s security level (voted by its Parliament) and the police stations built around the victim lower crime success and raise arrest chances.

13. Sports & Olympics

Train in a sport discipline (1h per session) to raise your skill, then compete:

Performance depends on your skill, fitness, age and a bit of luck. Winning brings prize money, Status, happiness and rare or epic reward items. If you stop training for 2+ years, your skill begins to decay.

14. Garage & Motorsport

In the Garage you build a dedicated race car, train your driving skill and compete in the annual Motorsport Championship. A race car is separate from the car you equip for commuting.

Building & tuning a car

Driver Training

A training lap takes 30 minutes and gives +2 Driving Skill while wearing the car −5%. Cost: $200 + 2 Fuel + 5⚡. Driving Skill (0–100) boosts your race score and resets to 0 on death.

The Championship

A Motorsport Activity Tax (default 10%, set by law) is taken from every training lap and race entry for the State treasury; the rest funds the prize pool. The Motorsport Fund is the State’s yearly contribution to those prizes, also set by law.

15. Religion

You can join an existing religion or found your own for $5,000, becoming its leader. Religions adopt dogmas that grant bonuses to members but may impose duties (annual donations, behavioural restrictions). Members pay any membership fee at each year change. Religions can complete collective works that benefit all followers.

16. Social Life

Your Appearance (which counts double), Status and Happiness determine the chance of meeting new people while you work, and a Social score above 60 multiplies it further. Each contact has a Confidence level that grows through interactions — chatting, dinners, drives, gifts. As Confidence rises you unlock deeper relationship stages, up to marriage and starting a family. You can also send private messages to other players.

17. Items & Equipment

Items fall into a few categories:

Special items are earned from missions, aspirations, sport victories, political milestones and inheritance, and can be traded between players. Energy drinks give a quick energy boost but stack harmful side effects if abused within the same year.

18. Missions & Aspirations

Each character is assigned three rotating missions across categories (economy, housing, family, education, sport, politics, social). Completing one grants money, stat bonuses and an item, then unlocks the next tier. Missions are checked in real time as you play.

You also pursue one lifelong Aspiration — a grand objective that, when achieved, rewards a Legendary item and a large cash prize.

19. Taxes at a Glance

TaxDefaultSet by
Income tax (on wages)15%Government
Property tax (Villa / each apartment)$500 / $250 a yearGovernment
Inheritance tax20%Government
Exchange desk fee (State desk, gold purchases)5%Government
Retail VAT, withdrawal & other taxesvariesGovernment

All tax rates are policy levers controlled by the elected Parliament, so they can change from term to term. Property tax defaults are $500 a year for a Villa and $250 for each apartment; industries, shops and banks are exempt. A property is always taxed by the nation it stands in, at that nation's rates, wherever its owner lives.

20. Tips for New Players

▶  Start your dynasty