Why the biggest country doesn’t just win
The obvious strategy — everyone buys the biggest flag — is priced to disappoint. Four compounding reasons:
1. Marginal power decays twice
The next SOL into a nation buys units at rising cost c(M) and converts to power through a
concave exponent. Marginal power-per-SOL is:
π = ∂CP/∂SOL = α · M^(α−1) · (1 + λσ) / (c₀ · (1 + M / M_s))In plain terms: π answers “if I put one more SOL into this country, how much army does
it actually get?” — relative to everyone else. It falls as a nation grows, for two
compounding reasons: units get more expensive the bigger the army (c(M) rises), and
power scales concavely (2× the army is only 1.57× the power; 4× is 2.46×).
π is displayed on the globe for every nation, live — it’s the × figure on each
flag. When the leader shows 0.3× power per SOL and a minnow shows 2.4×, the market routes
itself: a high π means your SOL goes further, and high π means underdog. That’s the
number to look at before you pick a flag — see
risks & trade-offs for what you’re accepting when you do.
2. Leadership is a bounty
Coalition spoils are split pro-rata among attackers, and the leader’s treasury is, at all times, the largest prize pool on the map. Balance-of-power politics isn’t encouraged — it’s the payoff matrix.
3. Escrow asymmetry cuts both ways
The giant attacking a minnow risks escrow for scraps; minnows attacking the giant in coalition risk little for the biggest sweep in the game.
4. Price is expectation
The leader’s curve already carries the crowd’s SOL; its upside is the thinnest on the map. Every other token is, structurally, a short position on the empire. If everyone buys the leader anyway, the game doesn’t break — it becomes a season-long referendum on whether the world can organize, which is the experiment working.
And whales?
A whale can dominate a single nation’s economy — but that nation becomes the prime target, its reserve a bounty, and winning the season requires war outcomes, not wealth (see winning). Money buys size, not victory. Equal starting treasuries, a five-epoch peace phase, unit build times, and first-48h wallet caps guarantee that no amount of day-one herding fields a day-one army.
Supply caps whales, not treasury
Even a whale who fully captures a rich nation’s DAO hits a second, harder ceiling: territory, not treasury, caps an army. Units cost SOL to build, but they also cost Supply to feed, and Supply is generated only by the land you actually hold — a province yields ~2/epoch, a capital ~4, a Strategic zone ~7. A treasury with three territories to its name cannot field a large standing army no matter how much SOL sits in its war chest; it can only buy units its Supply income can’t sustain, and watch them starve in public. The only way to out-feed a rival army is to out-conquer it — which puts the whale’s gold right back on the map, contestable, instead of parked as an unbeatable stockpile.
This is why the map, not the leaderboard, is the real balance dial: the biggest curve still has to win a war for the dirt its soldiers eat.