
https://app.warera.io/article/6ade08f7899288ce9f0bfe36 changed two big things. You now hire workers who roll dice for their wage and skills, and every country picks a government type. This guide shows what to do with both, in pictures. The short version is right here; open a section to see the picture behind it.
THE SHORT VERSION
Open every new worker's card. Daily profit green: keep him. Red, and his wage % more than 20 points above his bonus %: fire him.
A worker with a good trait earns you about 7 times more (2.6 gold a day instead of 0.37). You only pay for his own skill; the trait's extra work is free.
One Loner working alone beats three ordinary workers. Never give him coworkers.
Training: a cheap worker takes the Production card, an expensive one takes Negotiation.
Do not hire a manager at today's prices. Take a manager job instead.
Presidents: hover "Daily income" on your country page. Most countries should stay Republic for now and switch to Plutocracy once their workers' tax passes the target below.

Every day at 00:00 UTC each company gets 3 new job candidates. Each card shows one thing about him: one of his stats, his trait, or his training potential.
Hiring costs 10 energy. You see his full card only after you hire him.
He takes a wage every hour from your gold. If you cannot pay, nobody works that hour.
Training costs 10 energy, once a day per worker. Each worker can be trained 3 to 10 times (his card shows it as training potential, e.g. 1/7).
The same 10 energy spent working in your own company would make 3 to 6 gold. That is the real price of every hire and every training.
Open the worker's card. Next to his happiness there are two small % chips: the bonus chip (pickaxe) and the wage chip (coins).


Daily profit on his card is what he earns you today. Green: keep him.
Red? See how far his wage chip is above his bonus chip. Not above: keep him. Up to 20 points above: keep him and wait. More than 20: fire him.
Example (a worker without a trait): wage +8%, bonus -4%. The wage is 12 points higher, so he starts paying in 12 days.
Why wait? His bonus chip goes up by 1 every day for 20 days, as he gets used to the product (specialization).
Firing is free, but the next worker costs 10 energy again.



Half of all new workers come with one trait. You see it after hiring.
His wage pays only for his own skill. The extra Production from a trait is free, so a good trait is pure profit.
An ordinary worker brings you 0.37 a day. The list shows what a trait adds on top of that.
Best in any company: Specialist, Craftsman (factories) and Laborer (raw goods). Each adds about 2.2 gold a day.
Best in a team: Cosmopolitan, Mentor and Rival.
Fire him or train it away: Homesick (if he works abroad) and Xenophobe (if he has foreign coworkers).

A Loner working alone makes 2.29 gold a day. Three ordinary workers make 1.10 together.
Never give a Loner coworkers: his bonus disappears and he becomes ordinary.
A company holds a 2nd and 3rd worker only after the Break Room upgrade: 100 steel in total, paid once (about 198 gold). Buy it only for workers with good traits: three workers with a +3 Production trait make 7.70 a day.


Each training shows you 3 cards. You keep one.
Cheap worker (wage chip -20% or lower): take Production. +4 Production earns you about 29 gold a month.
Expensive worker (wage chip +20% or higher): take Negotiation, which lowers his wage. A Production card makes him work more but also raises his wage. You keep only the gap between his bonus and his wage %: big on a cheap worker, nothing on an expensive one.
New habit (a card) teaches him a random good trait. Most traits only work in some companies, so on average it is worth about 8 gold a month, sometimes up to 88.
Rehab (a card) removes a bad trait. Take it when that trait is costing you.


A manager is a player who runs your company. He adds up to +22% to your workers' production and cheers one of them up every day.
He is paid for each point of his Management skill. Today the cheapest top manager costs 24 gold a day and adds only 1 to 3 gold a day. A weaker one costs less but adds less.
Be a manager instead: the job pays 24 to 73 gold a day (from player level 10).
These are the game's starting prices for managers. Check again when they change.


On an average product an ordinary worker brings 0.37 a day. The product moves that a lot.
Cooked fish, steak and bread pay best: about 0.9 gold a day per worker.
Iron and steel earn a little: about 0.3 a day.
Grain and livestock lose money, even after 20 days. Switch.
A company in your own country (a region that was yours from the start) gets +5%, and everyone got one free company move.
Hover Daily income on your country page. Each type boosts different lines:


Republic doubles the income from your own regions, but conquered regions pay nothing.
Autocracy adds 25% to the income of all your regions. It also removes your congress and ministers.
Plutocracy adds 50% to your strategic resources and 40% to the tax your workers and managers pay.
Germany today: Republic would add 947 gold a day, Plutocracy 776, Autocracy 349. So Republic, for now. The picture shows where each number comes from.
Conquered land changes the answer (second picture): under Republic it earns you nothing, under the other types it keeps paying.


Plutocracy grows with the tax your workers and managers pay. Every new worker in your country adds a little.
Each bar: how much tax a day your country must collect before Plutocracy beats Republic. The dot: what it collects today.
Sweden passes on today's estimate, but its income tax was just cut to 0.1%, so its dot will move left. Lithuania, Venezuela, Pakistan and Croatia need nothing: Plutocracy pays them more already, thanks to conquered land or rich resources.
When your dot passes your bar, switch. A type change is a law: congress votes for 24 hours, it costs paper, and then you wait 30 days before the next change.
Cutting income tax moves your dot left, so you switch later. Not on the list? Use your own country page and the sums in the section above.

An enemy attacks your land: Homeland Front. The top bonus, and your battle orders are free.
You attack abroad: Mercenary State. Its battle orders give double the bonus, but cost double.
Your sworn enemy: Nationalist State. The top bonus, and battle orders are cheaper.
Helping allies: Federation. The only type with an ally bonus, and half-price orders in allies' battles.
No bonus goes above 95% (115% in a revolt). Where several types reach it, pick the one with cheaper orders.

Each 1% of income tax makes every worker 1 point less happy, and he works 1% less. The owners pay for that.
The state collects the most at 20 to 22%. Above that, workers start to quit.
Some countries cut it to 3-5% today. That keeps players richer, but at 5% the state collects less than a third of what 20% brings.
Never go above 22%.


The idea: allies move their companies into one Plutocracy. The game pays that country 40% extra on the tax.
Moving costs the owners their 5% home bonus. Below 12.5% tax that loss is bigger than the extra tax.
Example: at 20% tax, 7,000 companies with 2 workers each bring the alliance +642 gold a day.
A Plutocracy cannot send gold to other countries. To pay its allies, the hub must change type first, and that takes 30 days.

Numbers: the live game on 26 October 2026 (19:00 UTC), the v0.27 patch notes, the game's own code and my own workers. An "ordinary worker" here has Production 3 and has been on the job for 20 days. Prices and wages change every day. Corrections welcome in the comments.