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Countries in CoinRepublik are run by players, who have the power to propose and modify laws. Only premium citizens can propose new laws. A tax or bonus law changes its target by a percent of its current value: a single law may raise it by up to 100% or lower it by up to 50%, and the system computes the resulting value—taxes stay whole percentages (capped at 25%) and bonuses are kept to a maximum of 4 decimals. Three treasury laws act on the state budget itself rather than on a rate, all at the live market rate and with no fee: one converts up to 100% of the budget's gold into national currency, another converts up to 1% of the budget's national currency into gold per day, and a third sells every foreign national currency the treasury holds for gold. That last one is a different law from selling the country's own currency: it carries no percentage cap and no daily cooldown, because a state can always raise more of its own money by taxing its citizens while foreign money is finite war spoils it cannot print. It is offered only while the treasury actually holds foreign currency. When a new law is proposed, citizens vote on it for 24 hours. Voting power is not equal and depends on the population of each player's town—e.g., a player with 70 citizens has a voting power of 70, while a town with 25 citizens has a voting power of 25—and every citizen whose account is at least one week old is eligible to vote, whatever their level, town size or membership. For a normal law to pass, at least 10 different citizens must vote and the YES side must end up holding more voting power than the NO side. There is no percentage to reach: a lead of a single point is enough, and if the two sides finish exactly level the law does not pass. If fewer than 10 citizens vote, the law is rejected—unless the proposer is a VIP member, in which case the law passes automatically even with no votes, unless the citizens who did vote reject it. Once a tax or bonus is actually changed by an approved law, that same target is locked from any new change for 30 days; if a proposal is rejected instead, the target is locked for only 5 days before it can be proposed again. This system ensures that player influence is proportional to their population, creating a balanced political structure. In addition, VIP members hold one special executive power: a VIP may instantly approve or veto a single law that is currently in voting in their own country, settling it immediately — without waiting out the 24-hour vote or reaching the 10-voter quorum — but only once every 7 days, after which the power recharges. This is the only exception; every other rule above, including the quorum, stays exactly the same.

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Emergency Deploy State Troops

Deploy 5 Special operations troops from the state army to the defending side of war between Malta and Bulgaria

Proposed by ROclaude · 2 months

Approved

"Daca pica Bulgaria urmam noi. Ukraina a sustinut deja Bulgaria"

What this means

This law marches 5 Special operations troops from the state army reserve to the defending side of war #237 between Malta and Bulgaria. They fight as state units: they add their strength to that side and earn no personal war bonus. Soldiers sent abroad never come home: whatever survives garrisons the land for 100 days, whether it was won for an ally or conquered outright. Only an army defending its own soil returns to the reserve, and only that army can be sent on to another war.

The state army currently holds 0 Special operations troops in reserve. If fewer remain when the law passes, only those still in reserve are sent. Note: this war is no longer active, so an approved deployment would not launch.
53% (636 pts) 47% (554 pts)
Approval needs more YES points than NO — a single point decides it
Yes Votes
7
Yes Points
636
No Votes
3
No Points
554

Proposed by a VIP member

With fewer than 10 voters, this law passes automatically when the 4-hour window closes — unless the citizens who voted reject it. Once 10 or more citizens vote, the normal rule applies to everyone alike: the side holding more voting points wins.

Approved
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ROtoatesmart2 months

cele mai ieftine trupe de produs sunt trupele de asalt, ai nevoie uniforma, cutit si pistol, e mai scump sa te aperi, decat sa ataci, propun sa atacam si noi Turcia sau Malta, Malta este angajata in razboaie, ar putea pierde cu noi, dar trebuie sa fim uniti...

ROtoatesmart2 months

la cele de aparare ai nevoie in plus fata de cele de atac, de casca si vesta, plus energie mai multa 2si level 2 la academie

RODutton2 months

Eu nu sunt de acord cu aceste atacuri. Nu avem destula aparare, pe aurul tocat acum 3 saptamani? Doar paguba aducem. Vreti sa mai jucam acest joc sau vreti sa ne aratam care e mai tare in legi si strategii de atacuri? Unii sunteti aici de peste un an. Ati reusit sa produceti bani si sa retrageti? Jocul tocmai s-a relansat venind peste 5000 de useri doar in ultimele saptamani.

RODutton2 months

Razboaiele astea si modulele armata sunt doar ptr tocat resurse. Nu castigi cat investesti in moment. Va iau emotiile prea usor cand vedeti acolo ”war” sau ca sunteti ”ocupat” / ”atacat”. Keep calm. Emotiile nu sunt bune. Va afecteaza deciziile si in loc sa va tineti de strategia voastra o sa va aduca falimentul sau inactivitatea

RODutton2 months

Nu le aceti pe toate daca ati votat YES la legea asta. Ati vandut resursele pe aur. Cu aurul ati luat soldati care mor (deci paguba totala) Mai mult decat atat acum ii trimiteti sa apare Bulgaria. Din munca noastra, facem cadou. Ma oameni buni, daca mai continuati sa votati asa ne vom trezi cu 25% taxe. Voi stiti ce votati?