Money City

So, who’s the boss?A GAME OF AMBITION

EN

MONEY CITY

Game rules.

In Money City, grow your companies and wealth to climb the rankings. This guide covers the rules you can already play and the original game mechanics still being restored.

Getting started

On registration you start with €0 cash, a first company worth €10,000 and 30 productions. Choose from 40 sectors and customise your avatar in your player profile.

Cash, wealth and capital

Cash is the money you can spend. Wealth adds your cash and the value of your companies. To create or buy a company, or make an investment, you must have the amount in cash. Company value does not directly fund these operations.

Example: $1,000 cash and a company worth $10,000 give you $11,000 in wealth. Using that $1,000 as capital for a second company in another sector leaves $0 cash and $11,000 in total company value. Wealth remains $11,000; this creation also uses 5 productions.

Creating and managing companies

You may own 7 companies, or 10 with premium status, in different sectors. A new company requires at least €1,000 in available capital and 5 productions per company already owned. The invested capital becomes the new company’s value.

Capital is deducted from your cash when you create the company. The production cost depends on how many companies you already own: 5 to create the second, 10 for the third, 15 for the fourth, and so on. If you have no companies left, creating one costs 1 production.

Producing and earning money

The Produce button spends one production per unit and credits the displayed revenue. Earnings depend on value, market share, competitiveness and brand image. You receive one production per hour, or two with premium status. Check the estimate before confirming a batch.

The displayed revenue is for one production, before investments. It can exceed company value: earnings depend on value, market share, competitiveness, brand image, any fraud and city policy. A sector with little competition can therefore generate large sums quickly. With $0 cash, start by producing without investment.

Illustrative example: if the estimate shows $250,000 per production, a batch of 4 earns $1,000,000 before investments and uses 4 productions. This is an example, not guaranteed income: check your company’s estimate before confirming.

Investing in companies

Competitiveness and brand-image investments use cash available before production. They increase company value and indicators: one point per 10% of unit revenue invested, then one point consumed per production, between −50 and +50. The estimate shows the amount actually charged.

Wealth and rankings

The ranking includes players active within 30 days, even without a company. Wealth adds cash and company value. Cash breaks ties in wealth.

Market and charts

The market shows all 40 sectors, their company counts and total values. Charts show ten days of observations of market shares, company counts and values. Days without observations remain blank; today’s value changes with the game.

The market and search include companies active within the last ten days; opening your dashboard refreshes their activity.

Buying, selling and merging

Search opens player profiles and companies offered for sale. Buying in a sector you already own automatically merges the companies while preserving your company’s name and indicators. Liquidation returns 30% of the value.

Holdings and loans between players

Propose a holding or loan from a player profile, then manage replies in Relationships. Holding bonuses are mutual and last at most ten days from the proposal. Loans allow partial repayment and collection under the rules shown on screen.

Seven days from the proposal. After acceptance, the requester receives +1 production per hour. Each player may have four contracts, including pending ones; only one contract per pair, on separate connections. Either party may end the contract.

Donations and transfers

The sender must have registered before D−2 and use a separate connection. Tax on the amount sent: 10%. An indebted player may give at most 100 million per day. A premium recipient pays 1% instead of the municipal rate.

Justice and industrial espionage

A lawsuit lasts three days. The defense wins ties. A complaint matching the fraud multiplies the initial stake by ten and clears that fraud. Legal expenses are consumed. Production costs rise with each daily filing: 1, 5, 10… A plaintiff must wait six days before suing the same player again; a player may face at most twenty cases.

Your account must be older than four days. The cost is 1 plus the square of your espionage actions today. Outcomes are random: a rumor, a 5-point loss of reputation or competitiveness, or sabotage under municipal policy. A player may suffer at most three sabotages per day.

Mayoral elections and lobbies

A term lasts fifteen days. Candidacies open in the last six days: accounts older than ten days, costing one million. Voting opens in the last three days to accounts older than nine days, with one vote per election. Ties are broken by campaign spending, then candidacy order.

Accounts older than three days may support a lobby. The largest contributors become directors every ten days. Daily treasury costs are 5% for the favored lobby, 15% for the two opposed lobbies and 10% for the others. Influence gives a production bonus or penalty by rank.

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