1st Confederacy of Independent Citizens / 1CIC

  • Corporation
  • Casual
  • Exclusive
  • Trading
    Trading
  • Freelancing
    Freelancing

1CIC: Private corporation of independent citizens. Trading (convoys/sales) + Freelancing (PVE grinds). Escorts for members/allies. Limited PvP defense. Profits shared. Led by Head of State. For Independent Citizens!

Jump in for ops when you can—real life first.



History

Founded December 26, 2025, by forward-thinking independent citizens seeking structured cooperation. Began with core Trading convoys and Freelancing operations vs NPCs. Expanded to member/ally escorts and player business dealings. Militia Commanders established for protection. Scaling through elite, vetted growth.

Manifesto

1st Confederacy of Independent Citizens: Alliance for Mutual Prosperity

Independent citizens unite under formal corporate structure for efficient operations:
- Trading: Secure convoys, resource hauls, player/org sales/deals—coordinated by Commerce Directors.
- Freelancing: PVE bounties, bunkers, missions, exploration—advanced by Resources Operatives.
- Escorts: Protection for members/allies (NPC primary).
- Defense: Volunteer force led by Militia Commanders—handles large threats (PvP self-defense/leadership-approved/ally protection only).
- Profits: 60% personal, 40% confederacy treasury (shared assets/ships).
- Growth: Vetted invites to 200-500 citizens, managed by Citizen Acquisitions.
Ops are always opt-in—do your own thing solo or group.

Led by the Head of State, with Executive Councilors as trusted advisors. Efficiency and unity for all confederate citizens.

Charter

1CIC Confederate Accord
1. Core Activities: Trading (convoys/sales) + Freelancing (PVE bounties/resources/missions).
2. Escorts: Available for members/allies, led by Militia Commanders.
3. PvP Policy: Self-defense only; Head of State to Viceroy-approved aggressive (confederacy/ally threats); Confederate Militia for large-scale.
4. Business: Player/org trades/deals encouraged.
5. Membership: Invite-only, vetted by Citizen Acquisitions for skills/reliability.
6. Profits: Vote on splits (personal majority + treasury fund).
7. Activity: RSVP ops; 30 days inactivity = review.
8. Conduct: No toxicity—removal by Confederate Executives.
9. Hierarchy: Head of State leads; promotions merit-based to Executive Councilor.
10. Militia Standard: Militia commanders wear Palatino heavy armor. Militia Volunteers will earn the right through merit; Behring weapons recommended (heavy exceptions permitted).
11. Casual Play: Real life first—no mandatory attendance. Opt-in ops; independents always welcome.

Unity through structure—prosperity for all confederate citizens.