We have reached the very last lesson, and it is a genuinely satisfying one because it finally closes the whole loop for you. Way back in lesson five, the budget drained on its "money out" side into something called bonuses. Now, at last, you get to meet those bonuses properly and understand them. They are the spending side of a country - small rewards the treasury pays a citizen automatically whenever a particular thing happens, like levelling up, finishing a new building, or casting a vote on a law. Read carefully through this lesson and the whole chapter you have worked through will quietly click together into one clear picture.
What a bonus is, and where to find them
A bonus is simply a small payout that the country gives you when you do a certain thing. You do not have to claim it or chase after it or remember to collect it; when the matching event happens to you, the treasury pays you automatically, exactly like the budget lesson described back then. Every single bonus a country offers is listed clearly on the Bonuses page, right along with its current amount. So if you ever want to know what your country rewards, and just how generously it does so, the Bonuses page is the one and only place you need to look - for your own country, or, with that trusty selector, for any other country you feel like checking on.
The nine government bonuses
There are exactly nine government bonuses in total, no more and no fewer. Each one is tied to a specific event in the game, and the name of each usually tells you plainly what triggers it. Here they all are, gathered together in one place so you can see the full set at a glance. Read down through them slowly.
- Population bonus - paid on a town's population.
- Energy bonus - tied to a citizen's energy.
- Affiliates bonus - for inviting players you referred to the game.
- Level up bonus - paid when you level up.
- New building bonus - paid when you finish a new building.
- New citizen bonus - paid when a town gains a citizen.
- Occupied towns bonus - for occupied towns.
- Upgrade bonus - paid when you upgrade a building.
- Vote bonus - paid when you vote on a law.
Glance down that list once more and you will spot a really friendly little detail hiding in it: the game literally pays you, in some countries, just for taking part in things. The Vote bonus rewards you simply for voting on a law - so the very act of participating in politics, which you carefully learned all about in the last lesson, can actually put a little money straight into your pocket. The Level up, New building and Upgrade bonuses likewise reward the ordinary, honest progress you make just by playing the game day to day. None of these require any special effort or trickery beyond simply playing along; they are the country quietly thanking you for being an active, present citizen.
Every amount is set by law
Here is the thread that ties this final lesson neatly back to all the others before it: every one of these nine amounts is set by law and paid out of the budget. None of them is fixed by the game at some secret hidden value that nobody can see or touch - the citizens themselves decide each and every one through exactly the voting process you now thoroughly understand. So if a particular country happens to pay a fat, generous New citizen bonus, that is purely because its citizens got together and passed a law to set it that high. And do recall from lesson eight that a bonus amount can be set anywhere from zero up to that bonus's own ceiling, so there is real, meaningful room to tune each one up or down.
The trade-off at the heart of it all
Raise a bonus and you attract more citizens to your country - but you drain the treasury faster doing it. Lower it and you save the country money - but you give people less reason to come and stay. There is no perfect setting anywhere; every single level is a balance between attracting people in and protecting the pot.
That trade-off is genuinely the whole point of politics in CoinRepublik, so let us sit quietly with it for just a moment before we finish. A country has a finite pot of money, filled steadily by its taxes. Every bonus it ever pays out comes directly out of that same pot. Set the bonuses generously and you turn the country into a real magnet for new citizens looking for a home - but the treasury empties faster, and it may eventually need higher taxes just to keep up with the outflow. Set them stingily instead and the pot stays comfortably fat, but fewer people will have a good reason to move in or to stick around for long. There is no single right answer hiding anywhere - only a balance that each country argues out among itself and finally settles by a vote.
And now you can finally see how every page in this chapter connects into one living machine. The taxes you read about feed the budget; the budget pays out the bonuses; the bonuses draw people in; and the people, gathered as citizens, vote on the taxes and bonuses to keep the whole wheel turning. Nudge one part and you gently push on all the others. That is why politics here is never really about any single number in isolation - it is about how all of them lean on one another, and about the steady, patient conversation a country has with itself as it tries to find a balance that everybody can live with.
And that, at long last, is politics in CoinRepublik from one end to the other, all of it. A country is a shared pot of money. Taxes patiently fill it up and bonuses steadily drain it back out. Citizens propose changes to those very taxes and bonuses, one single number at a time, and the whole country votes - needing 10 voters and 51% of the power - to decide them together. No presidents, no parties, no drama to keep up with; just neighbours calmly tuning the dials on the place they all share together. You now genuinely understand every page in the Politics section and every rule sitting behind it. So go and cast a real vote, watch a bonus quietly land in your account, and truly enjoy having a real, honest hand in how your own country runs.