AnO runs on hourly ticks. Background tasks generate tax income, consume rations and consumer goods, grow population, and produce resources from your buildings. Your job: build infrastructure, balance inputs, and expand before rivals do.
Hourly ticks
Tax, CG, rations, production, and population update on a schedule.
Provinces
Each province has its own buildings, pollution, and population cap.
Global market
Player-driven prices for every resource.
Coalitions
Shared banks, taxes, and diplomatic cover.
- Tax income — charged per citizen; boosted by consumer goods, penalized without rations or energy.
- Province revenue — buildings produce and consume resources; operating costs deduct gold.
- Population growth — needs rations, influenced by happiness and pollution.
- Trade agreements — automated exchanges if configured.
New players should start at Create Province, then visit Game Mechanics for reference tables.
Opens in a new tab — keep this lesson open so you can come back for the quiz.
Knowledge check
Click one answer, then press Check my answer.
How often do most economic systems (tax, production, consumption) update?
After you pass the quiz:
Affairs and Order