Glossary
NationCraft Online glossary
Use this searchable glossary when a guide or mechanics page uses NationCraft shorthand. The goal is not to create hundreds of thin term pages. It is to make the core vocabulary of the nation simulation game easier to scan in one place.
Tick
The world clock. NationCraft Online processes major economy, population, and war resolution steps on a fixed 2-hour cadence.
Infrastructure
Your core nation build metric. Infrastructure raises population cap, increases baseline economic throughput, and changes build pacing.
Upkeep
Recurring cost paid to sustain your nation’s structures or forces. Heavy military ambition and large build footprints turn upkeep into a strategy problem.
Storage cap
The current per-resource holding limit before overflow handling matters. In the live V1 runtime, the public formula is infra-based.
Order book
The visible stack of buy and sell orders on the market. It shows where current pricing pressure and liquidity are sitting.
War slots
The offensive and defensive capacity limits that control whether a nation can start or receive more wars under the current rules.
Shields
Protection states or declare blockers that can prevent a war from starting even when a target looks attackable at first glance.
Progression gate
A requirement that must be satisfied before your nation can move into the next era or unlock the next progression step.
Labor
A regenerating build and progression currency used to start infrastructure, research, projects, and other actions.
Project
A labor-funded progression task that advances gates or unlocks new nation capability over time rather than instantly.
Resource conversion
The way one layer of the economy turns raw resources into refined output such as energy, steel, fuel, or munitions.
Alliance bank
The shared alliance storage surface for cash and supported market-traded resources, with visibility and access controlled by alliance role.