Fantasy-Sim for eRepublik players
If you have played eRepublik, you know the idea at the heart of Fantasy-Sim: a
world where the countries are run by the people playing in them. Fantasy-Sim is
its own game, with its own world and its own rules, but a lot of it will feel
familiar. Here is what carries over, and what does not.
What will feel familiar
- Countries run by their players. Citizens elect a council that passes the
laws: taxes, war, peace, the state religion.
- A player economy. You found companies, hire other players or take a job,
and sell what you make on a market. Each country mints its own currency, and
a currency market trades one for another.
- War over ground. Councils declare war, players fight on the fronts, and
regions change hands.
- A daily rhythm. Work, train and eat once a day, and come back for the next.
Companies · The council · War
What is different
- A fantasy world. Five kingdoms of five peoples (orcs, humans, dwarves,
kinnaera and elves) on one drawn map, not the map of the real world.
- A day is an hour. The world turns once an hour, so your daily actions come
back every hour rather than once a day.
- Your character grows old and dies. You play a house, not one person for
ever. Marry, raise children, name an heir and build a manor; when a character
dies, you begin again and what you owned comes with you.
- Crowns, not presidents. Every country is a kingdom. Dukes choose the king,
and titles pass by inheritance or are taken by pressing a claim.
- Faith, monsters and plague. Three faiths with holy orders and relics,
monsters to hunt for their hoards, epidemics that cross borders, and weather
that decides the harvest.
- Nothing to buy. Fantasy-Sim has no shop and no premium currency. Everything
in the game is earned in the game.
Your character · Titles · Hunting
Try it
It is free and runs in your browser. Sign in with an account you already have,
or look around the map and the rankings first.
eRepublik is a trademark of its owner. Fantasy-Sim is not affiliated with it.