The Dynasty Rulebook
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.
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.
| Action | Real time |
|---|---|
| Work shift | 3 hours |
| Study session | 1 hour |
| Sport training session | 1 hour |
| Criminal scouting | 30 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:
| Stat | What it does |
|---|---|
| ❤️ Health | Your lifeline. At 0 you risk death. Restored by food, medical vouchers and hospitals. |
| 😀 Happiness | Boosts your work income. Low happiness reduces earnings. |
| ⚡ Energy | Spent on actions (work, training, social). Recovered by sleeping at home each year. |
| 💪 Fitness | Drives sport performance and overall vitality. |
| ✨ Appearance | Raises Status and improves social encounters. Maintained with clothes & beauty care. |
| 👑 Status | Social standing. Increases political and social influence. |
| 🤝 Social | Affects 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:
- HQ Food — +5 Health, +10 Happiness.
- Normal Food — neutral, keeps you fed.
- LQ Food — −5 Health, −5 Happiness, but better than starving.
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:
| Housing | Yearly cost | Energy 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:
| Age | Energy per shift |
|---|---|
| Under 40 | −20 ⚡ |
| 40–59 | −30 ⚡ |
| 60–69 | −50 ⚡ |
| 70 and older | Cannot 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)
- High School Diploma — adds 25 points to your work multiplier, a quarter of the way to the ×2 cap.
- Degrees & certificates — licences: they let you open the businesses that need one (Restaurant, Medical Clinic, Gym, Private Bank, Law Firm, Beauty Salon, Veterinary Clinic) and take the roles that ask for them.
You cannot study after age 70.
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:
- Employees work shifts and produce goods.
- Goods accumulate in the company warehouse.
- You list them on the market for sale.
- Revenue flows into the treasury.
- 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:
| Building | Cost | Prefabs | Build time |
|---|---|---|---|
| 🏭 Industry | $10,000 | 5 | 12h |
| 🏪 Commercial Building | $5,000 | 2 | 12h |
| 🏦 Bank | $20,000 | 5 | 12h |
| 🏠 Villa | $20,000 | 5 | 12h |
| 🏢 Apartment Building | $10,000 | 3 | 12h |
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:
- Retail (B2C) — consumer goods you buy for personal use (food, drinks, clothes, cars).
- Wholesale (B2B) — raw materials and intermediate goods for companies.
- Import — goods from other nations, useful when local supply is short.
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.
- The reference price started at $10,000 a bar and follows real trades, by at most 5% a year. Offers must be priced between half and twice it.
- Buyers pay the price plus an exchange desk fee: the State desk (3–10%, 5% at launch) or a private bank's desk (2–5%). The seller gets the full price.
- You can carry 5 bars, counting the ones on sale. A safe deposit box holds any number, and a successful Robbery can steal 1 bar you carry.
- Up to 3 offers at a time; an offer nobody buys comes back to you after 2 years.
- Every State holds a gold reserve. Only Parliament can sell it, buy for it or take its offers back, by secret ballot. MPs can buy and sell at most 2 bars per mandate.
- New gold comes only from a nation's Gold Mine, worked by Gold Miners (no degree needed, 50+ Health, −20 Health a shift), up to 5 bars per active citizen. The new bars go to the State reserve.
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:
- With an heir: your eldest child inherits the dynasty. Wealth and companies transfer to them (minus a 20% inheritance tax by default), the generation counter increases, and you continue playing as the heir, with a rare family heirloom item.
- Without an heir: it’s game over for that bloodline. All assets are seized by the State and auctioned. You start a fresh character.
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.
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.
| Crime | Key skill | Jail (years) |
|---|---|---|
| Pickpocket | Stealth | 1 |
| Shop Theft | Lockpicking | 2 |
| Robbery | Intimidation | 3 |
| Burglary | Lockpicking ≥ 50 | 4 |
| Murder | Combat ≥ 80 | 8 |
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:
- Local races — every year.
- National races — every 2 years.
- Olympics — every 5 years. Three gold, three silver and three bronze medals are awarded (one per discipline); each nation pays its own real medallists a prize set by law and earns a treasury bonus for every medal its athletes win.
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
- Install one of your cars (LQ / Med / Luxury Auto) to turn it into a race car — it must be in perfect 100% condition (a worn car cannot be installed). Installing consumes that car; replacing it scraps the previous one and its upgrades.
- Upgrade three departments — 🔧 Engine (Steel), 🪂 Aero/Body (Plastic), 💻 Electronics (Microchip). Each level adds +5 Performance Rating. Caps per part: LQ 3, Med 5, Luxury 8.
- Condition drops −10% per race; repair with money + Plastic (plus Steel for heavy damage). A car lasts 50 races, then must be replaced.
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
- Annual, per nation, real drivers only — it runs only if at least 3 drivers enter, otherwise entry fee, Fuel and energy are fully refunded.
- Entry: $500 + 4 Fuel + 10⚡. Your score combines car Performance Rating, Driving Skill and condition, read live at race time.
- The prize pot = the net entry fees +50% added from the Motorsport Fund, shared among the top half of the field with decreasing shares.
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:
- Equipment — cars, clothes and jewellery you equip for ongoing bonuses (these degrade over time).
- Consumables — food, energy drinks, medical/fitness/beauty vouchers used for instant effects.
- Special items — rare collectibles with powerful passive effects, graded by rarity: Common, Uncommon, Rare, Epic, Legendary.
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
| Tax | Default | Set by |
|---|---|---|
| Income tax (on wages) | 15% | Government |
| Property tax (Villa / each apartment) | $500 / $250 a year | Government |
| Inheritance tax | 20% | Government |
| Exchange desk fee (State desk, gold purchases) | 5% | Government |
| Retail VAT, withdrawal & other taxes | varies | Government |
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
- Follow the in-game tutorial — it walks you through your first steps and rewards you.
- Keep food and an outfit at all times to avoid Health and Happiness penalties.
- Secure housing early for better Energy recovery.
- Invest in education before chasing high wages.
- Have an heir before old age — it protects your entire dynasty.
- Watch your Health as you age; visit the doctor when it drops.
- Pick a path — entrepreneur, politician, athlete, criminal or patriarch — or blend several.