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New User

>CLOP is a slow-paced, high-stakes game where what you see is never the whole story.
Enter an unstable world where diplomacy, deception, and calculated force threaten the balance of power.
Factions rise, alliances shift quietly, and openings appear for those patient enough to find them.
Build relationships, read the room, and prepare. Because when the world finally moves, it moves fast.

Quick start guide
This guide introduces >CLOP's core systems and helps you build a solid economic foundation from scratch.
It's designed for new players and focuses on the fundamentals you'll need to get established.
New players are protected from attacks for the first three weeks, giving you time to build your economy while you find your place in the world.
Other resources are available for combat and advanced builds. Explore them when you're ready to go deeper.
If you have questions, talk to other players. They are the most valuable resource of all.

Choosing a region
When starting, you may choose one of four regions. Each region can produce different resources, so it's worth understanding what each one offers before making your decision.
Every region can produce multiple resources, but for now we'll focus on those most important to establishing your economy. Secondary resources will be covered later.

Burrozil
Burrozil produces apples, the backbone of every economy. Without stable access to food, a nation's subjects will eventually turn on their ruler and collapse the state.
Because they produce their own fundamental resource, Burrozilian nations are the most internally stable.
Everybody needs apples, and alliance leaders will always be looking to improve their supply lines.

Saddle Arabia
Saddle Arabia produces oil, which powers infrastructure and enables manufacturing. Young economies don't need much of it, but as the game, progresses nations begin to depend on it heavily.
A brief power outage can cripple or even destroy an empire.
Saddle Arabians are vital trade partners for anybody who wishes to maintain advanced infrastructure.

Zebrica
Zebrica produces copper, a critical material for weapons, armor, and infrastructure. Early on, it may seem optional, but copper underpins military capability and long‑term development.
Zebricans are indispensable trade partners both for developing your nation and building a capable military.

Przewalskia
Przewalskia converts copper into advanced parts used for high‑tier buildings and equipment. While anyone can do this, Przewalskians get a massive discount.
Przewalskia is critical to the global economy, but its nations can struggle to develop alone, making them a challenging choice for new players. This guide covers Przewalskia, but unless you have a clear plan and allies, consider choosing another region.

Getting oriented
Once you're logged in, take a moment to familiarize yourself with the user interface. It may seem a bit daunting at first, but it doesn't take long to get used to. This guide will walk you each section one at a time.
For now, take a look at the "Next Tick" clock. Every two hours the game state updates for everyone. Resources are first consumed, and then produced. This clock displays when that will happen next, and will end up being critical for planning short-term actions.
Next, look at Nation. This tab contains everything related to internal affairs. When you log in, you'll be on "nation → overview" by default. If you'd navigated somewhere else, go there now.
Your Overview contains complete information about the current state of your nation. You don't need to understand all of this yet, so we'll revisit this page later on in the guide, and again in the Advanced Concepts guide. For now we're only interested in Satisfaction and Bits.
Satisfaction is a measure of public opinion. It decreases when you work your subjects, and increases when you provide amenities for them. At -100 satisfaction you'll start to see armed rebellions, while reaching -1000 Satisfaction causes you to lose instantly.
It's normal to have negative satisfaction while getting established, but try to stay above -100.
Satisfaction also affects your GDP: every point increases it by 0.1%, meaning GDP is doubled at 1000. For most builds, this is only a minor consideration since their wealth comes from other sources.
GDP displays how much raw cash your nation will generate next game tick. Some structures can affect GDP, but most players choose to ignore it and make their money other ways.
Funds is your current balance. There is no interest in this game, so idle money should generally be put to work.
You currently have half a million to work with. Let's invest it. Select Nation → Actions
This page shows all the infrastructure you can make, and is lumped in a few major groups. Resource Extraction, Resource Conversion, Satisfaction, Minor Actions, and Military.
Each individual action has a description that tells you its initial cost, its upkeep, and what it produces. One important exception: if you chose Przewalskia, you do not have a Resource Extraction block.
Some actions on this page are dangerous, so avoid doing anything you don't understand.

The guide will fork based on your region to allow more specificity. Please select your region to continue.

  • Burrozil
  • Saddle Arabia
  • Zebrica
  • Przewalskia