Welcome to Tharmias!

Tharmias is a comprehensive nation simulation game played through Discord. Build and manage your own country, engage in complex economic systems, wage wars, conduct diplomacy, and shape the world around you.

What is Tharmias?

Tharmias is a Discord-based nation roleplay game where players take control of their own countries in a persistent world. The game features:

  • Complex Economy: Manage processors, resources, trade routes, and corporations
  • Military Warfare: Build armies, construct fortifications, and engage in strategic combat
  • Diplomacy: Form alliances, negotiate treaties, and participate in global politics
  • Territory Management: Colonize provinces, build improvements, and expand your nation
  • Research & Development: Unlock new technologies and capabilities

Getting Started

To begin your journey in Tharmias, you'll need to join the Discord server and create your first nation. The game operates through Discord bot commands, making it accessible and easy to play from anywhere.

🎮 Ready to Play?

Join the Tharmias Discord server to start your nation-building adventure!

Join Discord Server

Creating Your Nation

Starting your nation in Tharmias is the first step to building your empire. Follow these steps to establish your country and begin your journey.

Nation Creation Process

  1. Join the discord
  2. run the /start command
  3. Customize your nation as you see fit, using the /name command
  4. Expand, research and update to get things started

Government policies

This allows you to make changes to your, economic, tax and foreign policy

Economic Policies:

  • Colonialism - Corporation focused economy, utilizes slavery to save on labour costs, Doesn't pay unemployment costs
  • Corporatism - Corporation focused economy, buffs the income of corporations by 15%
  • Laissez-Faire - Processor focused economy, Buffs the sale of resources on the international Market by 15%
  • Marxism - Processor focused economy, Doesn't pay unemployment costs

Starting Resources

New nations begin with basic resources and a small amount of currency to kickstart development. Use these wisely to establish your first processors and begin resource production.

Basic Commands

Tharmias uses Discord bot commands to interact with the game. Here are the essential commands every player should know.

Essential commands

/stats
/update
/mstats

Construction of Processors

/processor

Command Syntax

Commands in Tharmias follow standard Discord slash command format. Parameters in are required, while [square brackets] indicate optional parameters.

Processors

Processors are the backbone of Tharmias' economy. These industrial facilities convert raw materials into valuable resources, forming the foundation of your nation's economic power.

How Processors Work

Processors operate on an hourly cycle, consuming input resources and producing output resources. Each processor requires:

  • 5 Input Resources: Different materials needed for production
  • Labor Force: Workers who operate the facility (wage costs apply)
  • Land Space: Each processor occupies 1km² of territory
  • Research: The processor type must be researched before construction

Inflation System

⚠️ Important: Processor Inflation

Tharmias uses an inflation system where each additional processor of the same type becomes more expensive. Building multiple processors simultaneously uses estimated costs that may be inaccurate for large quantities.

Tip: Build processors in smaller batches for more accurate pricing.

Processor Information

Use the info command to view detailed processor statistics:

/info

Example: Gold Processor Information

Resource Information (Key: goldmine)

Consumption Requirements (per hour):

  • Kerosene Kerosene: 100 units (1,540 THR upkeep)
  • Iron Iron: 100 units (548 THR upkeep)
  • Sulphur Sulphur: 100 units (952 THR upkeep)
  • Nitrate Nitrate: 100 units (703 THR upkeep)
  • Pork Pork: 100 units (794 THR upkeep)

Labor Costs:

  • Workers Workers: 250
  • Hourly Wage Hourly Wage: 750 THR
  • Daily Wage Daily Wage: 18,000 THR

Production Output:

  • Gold Production Gold Production: 500 hourly | 12,000 daily
  • Daily Product Value Daily Product Value: 120,000 THR
  • Estimated Daily Profit Estimated Daily Profit: -6,912 THR

Construction Requirements:

  • Engine: 100
  • Concrete: 500
  • Aluminium: 300
  • Steel: 750
  • Wood: 500

Productivity Requirements

Processors require sufficient productivity (labor) to function. If your nation lacks productivity, some processors may cease operation until more workers are available.

Modules

Modules are special items that enhance processor performance by providing specific bonuses. Once equipped to a processor type, the bonus applies to all processors of that resource.

How Modules Work

Modules are equipped using the module command:

/module

Example: /module labour wood equips a labour module to all sawmills.

Module Types

Labour Module

Rarity: Uncommon

Effect: Reduces productivity demand and wage costs by 15%

Perfect for high-labor processors to reduce operational costs.

Output Module

Rarity: Legendary

Effect: Increases hourly output by 5%

Boosts production efficiency for maximum resource generation.

Sell Module

Rarity: Contraband

Effect: Automatically sells processor output to The Market each update

Provides passive income by automatically selling produced resources.

Efficiency Module

Rarity: United

Effect: Reduces input resource demand by 5%

Decreases the cost of running processors by reducing material consumption.

Tharmian Module

Rarity: Fallen

Effect: Halves input resource demand

The most powerful module, dramatically reducing operational costs.

Module acquisition

/items

Market Sell

The international market allows you to sell excess resources to other players, generating income for your nation's treasury.

/sell

Pricing Strategy

Successful selling requires competitive pricing:

  • Check Market Prices: Review current listings before setting prices
  • Consider Production Costs: Ensure prices cover your production expenses
  • Supply and Demand: Rare resources command higher prices

Market Dynamics

The market operates on supply and demand principles:

  • High demand resources sell more at higher prices
  • Oversupplied resources may require competitive pricing
  • Market prices fluctuate based on global production and consumption (player-controlled!)
  • Strategic timing can maximize profits

Market Buy

Purchase resources from other players to meet your nation's production needs and strategic requirements.

Market buy

/buy

Strategic Purchasing

Smart buying decisions can significantly impact your nation's success:

  • Production Inputs: Buy resources needed for your processors
  • Construction Materials: Purchase materials for building projects
  • Strategic Reserves: Stockpile critical resources for emergencies

Cost Optimization

Minimize expenses through smart purchasing:

  • Compare prices from multiple sellers
  • Consider bulk purchase discounts
  • Time purchases to avoid price spikes

Processor Optimization

Processor optimization involves maximizing the efficiency of your industrial facilities through research, upgrades, and strategic management. Efficient processors reduce costs, increase output, and provide a competitive edge in the Tharmias economy.

Optimization Strategies

producing resources that are largely inputs in your economy to reduce costs

Cost-Benefit Analysis

Always perform cost-benefit analysis before expanding production. Consider construction costs, ongoing expenses, and potential profits to ensure profitable operations.

Corporations

Corporations allow nations to collaborate on large-scale economic projects. By forming corporations, players can pool resources, share costs, and achieve goals that would be difficult for individual nations.

Corporations spawn naturally in your nation once there is available land and productivity. If your nation is experiencing a labour shortage then corporations will not spawn, corporations will also not spawn is tax laws are higher than medium or if there is a lack of private land

Benefits

  • Stable income
  • Is not affected by the international market
  • Is easy to attain
  • recognizable benefits

Tax Revenue & Tax Rate

Taxation is a primary source of government revenue in Tharmias. Setting appropriate tax rates balances economic growth with treasury income.

Tax revenue is money earned from taxing corporations

Tax types

  • No tax- This allows 20 corporations to spawn every hour updated, corporations are not taxed therefore no money is earned
  • Low tax - this allows 10 corporations to spawn every hour updated and taxes corporations by 25% of their earnings (1,750)
  • Medium tax - Corporations do not spawn on this policy but they do not leave either. Corporations are taxed 50% of their earnings (3,500)
  • Harsh Tax - corporations leave every hour updated. Corporations are taxed 75% of their earnings (5,250)
  • Wealth of state - Corporations leave every update. Corporations are taxed 100% of their earnings (7,000)
/government tax

Research & the Lab

The Research Lab is where nations unlock new technologies and capabilities. Research enables advanced processors, military units, and economic tools.

Research is where all technologies are unlocked and where nations progress through eras all nations have 1 research slot and progress through the various technologies in each era, which must all be completed before moving unto another era. Research costs tech points

Tech points

1 tech point is generated per hour updated. tech points can also be gained from destroying weapon parts from crates

  • Rare - 1 tech point
  • Legendary - 3 tech points
  • Contraband - 5 tech points
  • United - 50 tech points
  • Fallen - 100 tech points

Route Creation

Routes are sequences of connected provinces used for division movement, trade, and other logistical purposes. Routes must consist of neighboring provinces.

Creating Routes

/route_create route_input:

List province IDs separated by commas. The route must start and end in provinces with required infrastructure (airports for trade routes).

Example

/route_create route_input:17102, 2140, 2141, 301, 331, 329, 328, 327, 1835, 1840, 1847, 1848, 1849, 1850, 1851, 18742

Uses

  • Division Movement: Used with /command Move to relocate troops
  • Trade Routes: Enable resource exchange between nations
  • Retreat Paths: Optional movement after retreating from combat

Maintenance

Routes require maintenance and protection. Ensure safe passage and regular upkeep to prevent disruptions.

Sending Trade

Send trade materials to other nations to exchange goods and build diplomatic relations.

'trade create a series of instructions will be given to you and once followed your resources will be transported to the designated nation

- Note the provinces used in your hash must start and end in provinces with an airport

Recruiting a Division

Military divisions form the backbone of your nation's defense and offensive capabilities. Recruiting and maintaining a strong military is essential for national security.

Division Types

  • Infantry: Basic ground forces, cost-effective and versatile
  • Armor: Tank divisions with high attack power
  • Artillery: Long-range support units
  • Air Force: Aircraft for air superiority and bombing
  • Navy: Naval vessels for sea control

Recruitment Process

/recruit

Recruitment requires population drafted from one of your cities. When creating a new division you can set the spawn location to any province with the required population, but when recruiting troops into a pre-existing division the division must be in that province.

Division Commands

The /command system allows you to issue various orders to your divisions. Each command targets one division at a time.

Command Syntax

/command [command]: [division_id]:<1-25> ["optional input"]:

The division_id parameter is always required. If you want to give the same order to multiple divisions, repeat the command for each.

Order Types

Stop

/command [command]:Stop [division_id]:<1-25>

Stops any current movement or training order. Required before issuing new Move, Train, or /attack commands to divisions that are In Transit or In Training.

Train

/command [command]:Train [division_id]:<1-25>

Puts the division In Training. The division gains 1 experience point every 6 hours (aligned to game clock ticks at :35 past the hour). Training consumes bullets equivalent to one combat instance (25 bullets per soldier).

Move

/command [command]:Move [division_id]:<1-25> [hash]:

Moves the division along a route created with /route_create. Movement takes 3 hours per province (aligned to :15 and :45 every hour), reduced by 30 minutes per road in the current province. Movement stops if colliding with enemy territory or another division (land only; sea allows multiple divisions per province).

Retreat

/command [command]:Retreat [division_id]:<1-25> [hash (optional)]:

Retreats a division from active combat, setting its state from In Combat to Idle. Optionally includes a movement hash to relocate the division after retreating.

Rename

/command [command]:Rename [division_id]:<1-25> [divisionname]: [emoji]:

Renames the division and changes its insignia in /mstats. Use both parameters together; leaving one empty defaults it to blank rather than keeping the previous value. Not all Discord emojis work in /mstats.

Equip

/command [command]:Equip [division_id]:<1-25> [weapon]:

Equips a weapon to the division. Requires sufficient durability (1% durability = 10,000 soldiers). Use the full weapon ID from /inv. Costs money equal to weapon price × soldier count, and reduces weapon durability accordingly. One weapon can equip multiple divisions.

Supply Command

The /supply command manages resources for your divisions, ensuring they have necessary ammunition

Supply Syntax

/supply

Supplies the specified division with bullets required for operations and combat.

Military Stats

Military statistics provide detailed information about your nation's armed forces, including division strengths, equipment, and readiness.

Viewing Military Stats

/mstats

This command displays comprehensive military information including troop counts, equipment details, experience and combat readiness.

Trenches

Trenches are defensive fortifications that provide cover and protection for troops during combat.

Building Trenches

/improvement construct trench (amount)

Trenches significantly improve defensive capabilities in combat. (only applies to the defender)

Division Experience

Divisions can be trained while being on standby, which boosts their combat capabilities. Experience levels determine damage multipliers and wage costs.

Experience Levels

  • Militia: 0-19 XP Newly recruited, minimal combat effectiveness
  • Conscript: 20-49 XP Basic training and some experience
  • Professional: 50-89 XP Significant combat experience
  • Elite: 90+ XP Highly experienced and effective

Damage Multipliers

Experience provides damage multipliers in combat:

  • Less than 20 XP: 1x damage
  • 20-29 XP: 2x damage
  • 30-39 XP: 3x damage
  • 40-49 XP: 4x damage
  • 50-59 XP: 5x damage
  • 60-69 XP: 6x damage
  • 70-79 XP: 7x damage
  • 80-89 XP: 8x damage
  • 90-99 XP: 9x damage
  • 100+ XP: 10x damage

Wage Costs

Wages are paid in THR per soldier per hour based on experience:

  • 0-9 XP: 25 THR
  • 10-19 XP: 30 THR
  • 20-29 XP: 35 THR
  • 30-39 XP: 40 THR
  • 40-49 XP: 45 THR
  • 50-59 XP: 60 THR
  • 60-69 XP: 70 THR
  • 70-79 XP: 80 THR
  • 80-89 XP: 90 THR
  • 90+ XP: 100 THR

Experience is gained through victories and can be lost through defeats or casualties.

Weapons

Weapons are essential equipment for military divisions, determining their combat capabilities. Weapons are crafted from individual gun parts obtained from crates.

Weapon Components

Each weapon is assembled from six components:

  • Sight:
  • Magazine:
  • Grip:
  • Fire:
  • Barrel:
  • Base:

Part Rarities

Gun parts come in six rarity levels, each providing different benefits:

  • Uncommon: Basic performance, minimal cost increase
  • Rare: Improved damage, moderate cost increase
  • Legendary: High damage output, significant cost increase
  • Contraband: Superior performance, high costs
  • United: Exceptional capabilities, very high costs
  • Fallen: Maximum damage potential, extreme cost penalties

Higher rarity parts provide more damage but increase the recruitment cost for divisions equipped with weapons containing them.

Obtaining Parts

Gun parts are acquired by opening crates. Players receive one crate key for each tech point spent on a successful expansion (/expand command). Crates contain random parts of varying rarities.

Inventory Limits

  • Maximum of 10 assembled weapons in inventory (/inv)
  • Unlimited separate gun parts can be stored (/items)

Weapon Maintenance

Equipped weapons require maintenance costs depending on troop count and can degrade after prolonged use in battle. Weapons can also be traded between players.

Weapon Crafting

Advanced nations can craft specialized weapons to enhance their military capabilities.

Crafting Process

/craft

Crafting requires specific resources and research unlocks.

Occupation

Occupied provinces are territories controlled by your nation but not fully annexed. This occurs when a province is taken without a finished claim.

Occupation Mechanics

While occupied:

  • Productivity is controlled by the occupier
  • The occupier cannot recruit local population
  • The land still belongs to the original owner
  • The occupier cannot build or demolish improvements

Occupation allows resource extraction and strategic positioning but requires ongoing military presence to maintain control and may face resistance.

Annexation

Annexation permanently incorporates conquered territories into your nation, granting full ownership of the province's land, productivity, population, improvements, and resources.

Annexation Requirements

To annex a province, you must fulfill two conditions:

  1. Claim the Province: Use /claim and spend the necessary tech points. Wait for the claim to finish justification.
  2. Win the Battle: Attack and defeat the defending forces in the claimed province.

When a claimed province is attacked and falls, it goes to the claimant regardless of who initiated the attack.

Annexation Process

/annex

Annexation requires military control and may affect international relations.

Core Province Exception

If a province was obtained via colonization (making it a core province), and it gets annexed by another nation, the original owner can reclaim it without spending tech points.

Claims

Claims assert your nation's interest in specific territories, potentially leading to diplomatic or military action.

Making Claims

/claim

Claims can be used to justify expansion and may provoke responses from other nations.

Attacks

Combat in Tharmias involves strategic planning, proper preparation, and understanding of combat mechanics. Battles consist of multiple combats that occur over time.

Initiating Combat

/attack

The first combat begins 12 hours after issuing the attack command. Subsequent combats occur every 6 hours until a battle result is determined.

Combat Factors

  • Division Strength: Number and quality of attacking units
  • Fortifications: Trenches, bunkers, and other defensive structures
  • Experience: Division XP levels affect damage output
  • Weapons: Equipped weapons provide combat bonuses
  • Supply: Adequate ammunition and supplies are crucial

Battle Results

Battles can end in several ways:

  • Uncontested Win: Defender has no divisions present; attacker captures the province immediately
  • Contested Win: Attacker defeats all defending divisions through combat
  • Occupation Battle: Province taken without a finished claim; becomes occupied territory
  • Annexation Battle: Province taken with a finished claim; can be annexed by the claimant

Combat Resolution

Battles are resolved automatically based on various factors. Results include casualties, territorial changes, and resource costs. Divisions in combat cannot receive new orders until retreated or the battle concludes.

Colonising

Expand your nation's territory by colonizing unclaimed provinces. Colonization is unlocked when your nation gains 1,000 km² of land. You can choose between upgrading an existing province or colonizing a new one.

Colonization Process

/colonize [settlement]: [province]: [name]:

Upon successful colonization, 10,000 people are relocated from the settlement city to the new province, establishing it as part of your nation.

Requirements

  • The target province must be within colonization range of one of your cities
  • The settlement city must be level 4 or higher
  • The settlement city must have a minimum population of 110,000
  • You must name the new province during colonization

Province Types

  • Land Provinces: Standard territory for development
  • Water Provinces: Coastal areas and islands
  • Resource-Rich: Each province has its own resource, which can be multiple at times

Upgrading Provinces

Province upgrades improve infrastructure, population capacity, and economic output. Higher level provinces unlock more advanced buildings and provide greater benefits. Upgrading is an alternative to colonization when your nation gains 1,000 km² of land.

Upgrade Process

/upgrade [province_id]:

Each upgrade raises the province level by 1, increasing the maximum number of improvements that can be built and adding 1,000 km² (100,000 hm²) to the local land pool.

Upgrade Requirements

1,000 km² of available land area

Building Improvements

Building improvements enhance province capabilities, providing bonuses to defense, economy, or military functions.

Improvement Types

  • Barracks: Increases army capacity
  • Fortifications: Enhances defensive strength
  • Productivity-Related Buildings: Boosts a province's productivity output
  • Airports: Allows air force operations and trade routes

Construction

/improvement (Construct/Purchase/Demolish) (improvement amount)

Building improvements requires specific resources and construction time.

Movement Improvements

Movement improvements enhance transportation infrastructure, allowing faster and more efficient movement of troops, resources, and trade goods.

Improvement Types

  • Roads: Basic infrastructure for ground movement
  • Railways: High-speed rail networks for rapid troop deployment
  • Airports: Air transportation capabilities

Benefits

  • Reduced movement time for divisions
  • Faster trade route execution
  • Improved logistics efficiency

Construction

Movement improvements require significant resources to build.