Minds of Nations
State as a school for souls.
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1.2.100for iPhone, iPad and more
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Minds of Nations Screenshots
About Minds of Nations
MMO. Continents without microtransactions are available with limited capacity.
STORY
After a number of incarnations on Earth and unhappy with the opportunities nations offer souls to grow, our hero, Kanli (you) is offered a chance to .. do better.
He will try, over a number of simulations, to build states that survive the hardships of time and scarcity whilst helping as many souls as possible evolve beyond the taints.
13 ideas that we explore in Minds of Nations
1. The Nation as a school for souls
You play the custodian of a state through millennia. The nation is both a state in the classical sense, but also a school for souls that are interested in overcoming this plane.
You have to consider strength, the material needs of a community and the evolutionary needs the souls that take birth in your realm have. A sluggish state will have them stuck for centuries into the same thoughts, fears and vices. While a weak state may not provide enough bodies or opportunities in life.
2. Religion as the development of methods for transformation, not a popularity contest
Incarnated or not, souls generate ideas for you. Ideas are of three types:
The first is the spiritual path that your nation discovers.
Ascetics tired of the endless cycle of birth-rebirth and desire-aversion, are developing methods for transcending this plane of existence.
So they develop the stages of concentration, reflections, prayers, mantras, breathing and other techniques for purifying consciousness.
It does not matter how many people adhere to the path your ascetics uncover. It is NOT about having many provinces declaring themselves Catholic, but rather, having a path that frees more persons from the chains of desire, hatred. Having more methods that incorporate different mindsets, that free one from all attachments and bonds.
3. Governance as a collection of answers to communal questions
Instead of having broad systems like Communism, Monarchy, or Democracy, you use ideas to answer each individual governance questions like:
"Who leads our nation ?"
- It can be 1 person, it can be three, it can be a couple, it can be a council..
"How is that person chosen ?"
- Leadership can be inherited, elected by others and then you'd have to choose who can elect your leader. Only landowners ? Everyone older than 14 ?
We approach every issue of community management in the same way, from economics to the justice system.
4. Effects that change over time
5. Effects that change based ON your production of their associated resources.
6. Algorithms that try to incorporate a bit of realism
7. Technology as a number of general subjects and not as a tech tree
8. Armies have to carry food and soldiers are recruited from the labor force
9. War, lies & propaganda
We explore the way politics has been poisoning our mindstream for centuries. Framing reality and spinning half truths into rigid dogma and encouraging us and our ancestors to commit various atrocities.
10. Karmic years & soul cycles
We try to incorporate the idea of karma into wars. A nation that attacks will get years added to the time needed for its souls to pass through each independent evolutionary stage. This means that fewer new ideas will appear in your state due to the emotional traumas caused in the conflict.
11. Astral plane management
12. Free-to-play continents, custom wonders, heraldry and more
You can fly a banner with custom heraldic elements that are not found in Europe in the Middle Ages.
You can also build new wonders - enough with the eiffel tower.
Every simulation includes continents that have no microtransactions. 100% free. However, their total capacity is limited.
13. Climate change
The game simulates the effect that large, monocultural, agrarian societies have had on the environment..
STORY
After a number of incarnations on Earth and unhappy with the opportunities nations offer souls to grow, our hero, Kanli (you) is offered a chance to .. do better.
He will try, over a number of simulations, to build states that survive the hardships of time and scarcity whilst helping as many souls as possible evolve beyond the taints.
13 ideas that we explore in Minds of Nations
1. The Nation as a school for souls
You play the custodian of a state through millennia. The nation is both a state in the classical sense, but also a school for souls that are interested in overcoming this plane.
You have to consider strength, the material needs of a community and the evolutionary needs the souls that take birth in your realm have. A sluggish state will have them stuck for centuries into the same thoughts, fears and vices. While a weak state may not provide enough bodies or opportunities in life.
2. Religion as the development of methods for transformation, not a popularity contest
Incarnated or not, souls generate ideas for you. Ideas are of three types:
The first is the spiritual path that your nation discovers.
Ascetics tired of the endless cycle of birth-rebirth and desire-aversion, are developing methods for transcending this plane of existence.
So they develop the stages of concentration, reflections, prayers, mantras, breathing and other techniques for purifying consciousness.
It does not matter how many people adhere to the path your ascetics uncover. It is NOT about having many provinces declaring themselves Catholic, but rather, having a path that frees more persons from the chains of desire, hatred. Having more methods that incorporate different mindsets, that free one from all attachments and bonds.
3. Governance as a collection of answers to communal questions
Instead of having broad systems like Communism, Monarchy, or Democracy, you use ideas to answer each individual governance questions like:
"Who leads our nation ?"
- It can be 1 person, it can be three, it can be a couple, it can be a council..
"How is that person chosen ?"
- Leadership can be inherited, elected by others and then you'd have to choose who can elect your leader. Only landowners ? Everyone older than 14 ?
We approach every issue of community management in the same way, from economics to the justice system.
4. Effects that change over time
5. Effects that change based ON your production of their associated resources.
6. Algorithms that try to incorporate a bit of realism
7. Technology as a number of general subjects and not as a tech tree
8. Armies have to carry food and soldiers are recruited from the labor force
9. War, lies & propaganda
We explore the way politics has been poisoning our mindstream for centuries. Framing reality and spinning half truths into rigid dogma and encouraging us and our ancestors to commit various atrocities.
10. Karmic years & soul cycles
We try to incorporate the idea of karma into wars. A nation that attacks will get years added to the time needed for its souls to pass through each independent evolutionary stage. This means that fewer new ideas will appear in your state due to the emotional traumas caused in the conflict.
11. Astral plane management
12. Free-to-play continents, custom wonders, heraldry and more
You can fly a banner with custom heraldic elements that are not found in Europe in the Middle Ages.
You can also build new wonders - enough with the eiffel tower.
Every simulation includes continents that have no microtransactions. 100% free. However, their total capacity is limited.
13. Climate change
The game simulates the effect that large, monocultural, agrarian societies have had on the environment..
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What's New in the Latest Version 1.2.100
Last updated on Sep 7, 2021
Old Versions
- fixed effects are back !
Show More
Version History
1.2.100
Sep 7, 2021
- fixed effects are back !
1.2.80
Sep 7, 2021
Adjustments to metas, small tweaks and other bug fixes:
1. Conquering an unconnected capital now costs 20 Influence with 5 Centralization.
The old strategy of conquering far away inactives as soon as the peaceful context ended was back.
2. Conquering a connected capital now costs 10 Influence with 3 Centralization.
3. Idea costs have been increased. Quite significantly for the late stages of a sim. We should not reach thousands of ideas added again.
4. You cannot sell someone else's prestige products.
A number of users would move around a single prestige product. Middlemen would earn as much as the creator. This had to stop.
5. Clearing prestige products now requires only 1,000.
6. Clearing a prestige product now yields 1 influence.
and more
1. Conquering an unconnected capital now costs 20 Influence with 5 Centralization.
The old strategy of conquering far away inactives as soon as the peaceful context ended was back.
2. Conquering a connected capital now costs 10 Influence with 3 Centralization.
3. Idea costs have been increased. Quite significantly for the late stages of a sim. We should not reach thousands of ideas added again.
4. You cannot sell someone else's prestige products.
A number of users would move around a single prestige product. Middlemen would earn as much as the creator. This had to stop.
5. Clearing prestige products now requires only 1,000.
6. Clearing a prestige product now yields 1 influence.
and more
1.2.73
Jun 13, 2021
1. ONE NEW MAP !
2. You can now clear large stockpiles for SOME resources multiple times.
3. Threesold and effects have been adjusted here and there.
4. Cost to raise armies has been increased a hundred fold.
5. Agricultural specialists have been capped at 25,000 land worked.
6. Subsistence agriculture supported by 1 hectare of land has been lowered from 50 base to 10.
7. Food variety rating has been removed as a negative modifier to food consumption.
8. Medicinal variety rating has been added to population growth.
9. More control over unemployment [ Jobs / Services / Educators Level 3 decrease unemployment ].
10. More control over food-producing land. It can now be increased in [ Jobs / Agriculture ].
11. Submission has been decreased by default.
12. Submission needed has been increased for Forts / Earthworks.
13. Cost of Forts and Earthworks has been increased significantly.
14. 3 New resources for building wonders: Limestone, Sandstone, Marble.
15. Distribution of stone, limestone and sandstone has been adjusted.
16. You can now only build 1 wonder at a time. Upgradable to 3 via ideas.
17. Spelling fixes.
18. World Rankings link added in the menu bar.
19. Food production from large estates has been increased x10.
20. Elite Corps have been made A LOT more expensive.
21. "Builder" world ranking added: "Most wonders built".
22. "Investor" world ranking added: "Most stockpiles cleared".
23. Costs for level 3 specialists has been increased.
24. Adapting resources has been made more expensive.
25. Improved the layout in the build wonder section for usability and accessiblity.
2. You can now clear large stockpiles for SOME resources multiple times.
3. Threesold and effects have been adjusted here and there.
4. Cost to raise armies has been increased a hundred fold.
5. Agricultural specialists have been capped at 25,000 land worked.
6. Subsistence agriculture supported by 1 hectare of land has been lowered from 50 base to 10.
7. Food variety rating has been removed as a negative modifier to food consumption.
8. Medicinal variety rating has been added to population growth.
9. More control over unemployment [ Jobs / Services / Educators Level 3 decrease unemployment ].
10. More control over food-producing land. It can now be increased in [ Jobs / Agriculture ].
11. Submission has been decreased by default.
12. Submission needed has been increased for Forts / Earthworks.
13. Cost of Forts and Earthworks has been increased significantly.
14. 3 New resources for building wonders: Limestone, Sandstone, Marble.
15. Distribution of stone, limestone and sandstone has been adjusted.
16. You can now only build 1 wonder at a time. Upgradable to 3 via ideas.
17. Spelling fixes.
18. World Rankings link added in the menu bar.
19. Food production from large estates has been increased x10.
20. Elite Corps have been made A LOT more expensive.
21. "Builder" world ranking added: "Most wonders built".
22. "Investor" world ranking added: "Most stockpiles cleared".
23. Costs for level 3 specialists has been increased.
24. Adapting resources has been made more expensive.
25. Improved the layout in the build wonder section for usability and accessiblity.
1.2.67.
Jun 2, 2021
MORE FIXES TO THE BIG RESOURCES+TRADE+JOBS update.
- Population loss due to poor infrastructure has been adjusted to reflect small improvements at every infrastructure point.
- When demanding provinces in a war, the province name was greyed out in the selection.
- Revenues from vassals were not shown in the UI.
- Coastal provinces used to cost 4 instead of 3 influence points.
- Hero incarnation cost bonus would not be reflected in the UI.
- Auto-peace would not work as intended.
- Nations were able to build with Gold on credit.
- Nations were able to invite non-allies into wars.
- Armies had an erroneous message that said that they would disband without more food.
- Splitting armies was not working correctly.
- Colonizing islands would not cost the correct amount of influence.
- Some effects were not working as intended.
- Unemployment numbers were wrong.
- Subsistence agriculture numbers were wrong.
- Population loss due to poor infrastructure has been adjusted to reflect small improvements at every infrastructure point.
- When demanding provinces in a war, the province name was greyed out in the selection.
- Revenues from vassals were not shown in the UI.
- Coastal provinces used to cost 4 instead of 3 influence points.
- Hero incarnation cost bonus would not be reflected in the UI.
- Auto-peace would not work as intended.
- Nations were able to build with Gold on credit.
- Nations were able to invite non-allies into wars.
- Armies had an erroneous message that said that they would disband without more food.
- Splitting armies was not working correctly.
- Colonizing islands would not cost the correct amount of influence.
- Some effects were not working as intended.
- Unemployment numbers were wrong.
- Subsistence agriculture numbers were wrong.
1.2.54.
May 14, 2021
bug fixes for the major expansion
1.2.50.
May 10, 2021
MAJOR EXPANSION
-----------------------
- RESOURCES
- TRADE
- SPECIALISTS
- JOBS
- INFLUENCE
- CENTRALIZATION
- NEW ALGOS
- NEW WONDERS
- NEW UNITS
- ELITE CORPS
- PRESTIGE PRODUCTS
-----------------------
- RESOURCES
- TRADE
- SPECIALISTS
- JOBS
- INFLUENCE
- CENTRALIZATION
- NEW ALGOS
- NEW WONDERS
- NEW UNITS
- ELITE CORPS
- PRESTIGE PRODUCTS
1.2.3.
Jan 19, 2021
- Bugfixes.
- Game breaking bug: Memory problem caused blank provinces.
Almost done with the trade & jobs update. Check out our trello for day-to-day progress reports.
- Game breaking bug: Memory problem caused blank provinces.
Almost done with the trade & jobs update. Check out our trello for day-to-day progress reports.
1.2.1
Oct 7, 2020
Bugfixes.
New effects pack.
Tech fixed.
New effects pack.
Tech fixed.
1.0.16
Sep 2, 2020
Bugs. Fixes. Separatism. Supporting Rebels.
1.0.13
Jul 9, 2020
- custom answers fix
- hide flags button
- pagination issue on idea panel
- other bug fixes
- hide flags button
- pagination issue on idea panel
- other bug fixes
1.0.11
Jul 2, 2020
- new maps
- new food system
- new afk defense
- about 100 bugfixes
- new food system
- new afk defense
- about 100 bugfixes
1.0.8
Apr 24, 2020
Continent Chat Added, Performance Update, Rankings Update, and a few other bug fixes.
1.0.5
Mar 19, 2020
Simulation #2. Astral Probe update and other bugfixes.
https://steamcommunity.com/app/1117160/discussions/0/1872874778254571365/
https://steamcommunity.com/app/1117160/discussions/0/1872874778254571365/
1.0.3
Feb 24, 2020
100 bugfixes and 2 updates:
https://steamcommunity.com/games/1117160/announcements/detail/1715246257038169632
https://steamcommunity.com/games/1117160/announcements/detail/1715246257038169632
1.0.2
Feb 14, 2020
- Push notifications
- Multiserver support
- ~30 bugs were fixed
- Multiserver support
- ~30 bugs were fixed
1.0.0
Feb 2, 2020
Minds of Nations FAQ
Click here to learn how to download Minds of Nations in restricted country or region.
Check the following list to see the minimum requirements of Minds of Nations.
iPhone
Requires iOS 11.0 or later.
iPad
Requires iPadOS 11.0 or later.
iPod touch
Requires iOS 11.0 or later.
Minds of Nations supports English
Minds of Nations contains in-app purchases. Please check the pricing plan as below:
1920 CyberPoints
$9.99
548 CyberPoints
$4.99
910 CyberPoints
$7.99
2038 CyberPoints
$16.99
208 CyberPoints
$1.99
1650 CyberPoints
$13.99
99 CyberPoints
$0.99
2539 CyberPoints
$20.99
3170 CyberPoints
$25.99
13365 CyberPoints
$99.99