How to Play
What is We-Go?
CORP//LLM uses the We-Go system: All players plan their actions simultaneously without knowing what others are planning. Once the deadline passes, the engine resolves all commands simultaneously. There is no turn order — everything happens “at once”. This means: you can plan an attack on a building while your opponent is simultaneously evacuating that exact building. Whoever thinks further ahead wins.
The Daily Cycle
Each game day follows a fixed rhythm:
| Phase | Time (CET) | What happens |
|---|---|---|
| Planning Phase | 01:01 – 23:00 | Issue commands to your runners, buy buildings, set conditions |
| Deadline | 23:00 | No further changes accepted |
| Silent Phase | 23:00 – 01:00 | Engine prepares the simulation |
| Simulation (Tick) | 01:00 | All actions resolved simultaneously |
| Results | after 01:00 | Morning Gazette published, results visible |
One tick equals one day in the game world. Exactly one tick occurs per real-time day.
Session Modes
Not every game runs for the same length. When creating a session, the host chooses a mode:
| Mode | Cycles (Days) | Map Size | Best for |
|---|---|---|---|
| Quick | 20 | 4x5 (20 sectors) | Fast rounds, ideal for new players |
| Standard | 30 | 5x6 (30 sectors) | The full experience |
| Epic | 45 | 5x8 (40 sectors) | Long-term strategies, large maps |
Session Lifecycle
Each session goes through three phases:
- Lobby — Players join, the host configures settings. The city is generated but not yet visible.
- Running — The session is live. Daily planning and simulation cycles alternate.
- Finished — The final tick is done. Final rankings, statistics, and replay available.
After the Tick: Morning Briefing
Every morning after the simulation, the Morning Briefing Overlay opens automatically. At a glance you’ll see:
- Finances — Revenue, expenses, balance, laundering summary
- Runner Status — Who is injured, arrested, killed, or deserted?
- Gazette Highlights — Top headlines from the Morning Gazette: raid in Sector 14, police crackdown at the docks, mysterious warehouse fire…
Then close the overlay and begin planning for the next day.
Timeline Playback
Want to know exactly what happened last night? Timeline Playback shows you the entire tick in chronological order:
- Who moved where?
- Which actions were executed — and with what result?
- Where did player clashes occur?
Use the Timeline for forensic analysis: why was your runner caught? Who set fire to the warehouse? The answers are in the timeline.
Tip: Plan with Fallbacks
You can’t predict everything. That’s why CORP//LLM has a condition system: instead of just planning one action, you can build IF/THEN/ELSE chains. For example:
If my runner has more than 50 HP, then RAID the warehouse in Sector 12. Otherwise: FLEE_TO_SAFEHOUSE.
Your runners automatically respond to situations you couldn’t foresee. Learn more on the Actions & Planning page.