DCITY Manual

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(Edited)

Introduction

Welcome to dCITY! Here, you can build your own city on the Hive platform and be the master of your own kingdom.

dCITY is a city simulator game based on Hive-Engine Non Fungible Tokens. The NFTs represent assets in the game. Each individual card a building, citizen, etc., and the total collection of your cards is your city. dCITY allow players to optimize their cities in terms of buildings, population, and income. The aim of the game is to buy new buildings, but also use diplomacy and tact with fellow players to achieve the materials you need to grow and prosper. Obviously, there are several ways you can approach this, but we’ll let you learn them on your own and test them out.

This IS a numbers game, but with the added randomness of society. There will be events which can have either a positive or negative impact on your city, depending on how your city is built. Choose wisely when helping or refusing to help another player. They might need your help today, but you never know when you might need their help in the future.

Requirements

To play this game you will need a Hive account and Keychain extension for desktop, or you can use HiveSigner on mobile:
Google Chrome (or Brave): https://chrome.google.com/webstore/detail/hive-keychain/jcacnejopjdphbnjgfaaobbfafkihpep
Firefox: https://addons.mozilla.org/en-US/firefox/addon/hive-keychain/

If you don't have hive account you can sign up for one at: https://hiveonboard.com/create-account?ref=gerber&redirect_url=https://nftm.art

Game Basics

Basic attributes

Population: The number of people that live in your city

  • Income: How much SIM you’re earning each day
    important note There are other factors like taxes or crime influencing your final SIM income
  • Popularity: Gives % bonus to Population. Math: (Popularity^0.7)*100
  • Required Workers: To receive income from buildings, you need to have enough people (Population) to work there

Buildings are filled with workers from lowest card id to highest.

Additional attributes:

Education: required for discovering technologies; 40 education = 1% chance to discover technology daily, with a default cap at 25%. Also city needs at least 1 Research Center.

Creativity: required for finding a background; 80 creativity = 1% chance to find a background with a default cap at 25%. Also city needs at least 1 Art Gallery.

Rewards

There are 2 reward pools:

SIM tokens: Your daily earnings from income. These can be used to purchase new cards, either off the market or randomly off the card printer, or sold off for Hive on the exchange.
important note Your final daily income will be influenced by factors like crime or taxes.

HIVE reward pool: 50% Hive from minting random cards goes to HIVE pool, 1% of that is distributed daily based on top400 ranking by population

Buy / Trade

You can buy random cards from the game, one card cost 4 HIVE or 800 SIM tokens.
You can also buy or sell cards on the market. Selling has a 5% fee which is deducted from the amount you receive.

Homeless / Immigrants

There is a 2%-30% chance based on popularity to receive Homeless / Immigrants card each day:
Homeless: 1 Population -1 Popularity
Immigrants: 2 Population -2 Popularity

10 or more popularity is required to receive free citizens

Crime

Crime is in-game random event that happen every 24h with probability based on number of people that live in your city and number of homeless and immigrants. ** Crime probability is refreshed every 24h during daily rewards distribution**

When crime happens, your city can be robbed for 5% of the day's income(General Crime), or one of yours Central Bank(1000), Casino(400), Car Dealership(300), Bank(150), Shopping Mall(75) get robbed and you will lose some income (less SIM distributed to you).

Buildings like Court, Police Station, Gym, and Cinema reduces probability for crime. Police station and Court's effect on crime is 5x better than Gym and Cinema.

When Crime happens and city have more than 1000 income one of the citizens can become Criminal. Probability for that is reversed crime chance, if chance for crime is 20% and crima happens probability to get Criminal is 80%.

Events

Player can organize events in the city, for extra boosts and ctitizens.
Events last for 24h, and can be initiated every 4 days.

BEER FEST

  • Cost: 5 BEER
  • Random 50-100 bonus to popularity
  • 20% chance to receive Worker or Hard Worker every 2 hours during event

Science Convention

  • Cost: 50 STEM
  • Random 40-120 education
  • 20% chance to receive Scientist every 2 hours during event

Art Convention

  • Cost: 250 CCC
  • Random 80-180 creativity
  • 20% chance to receive Artist every 2 hours during event

WEED FEST

  • Cost: 75 WEED
  • Random 40-120 creativity
  • 20% chance to receive Artist every 2 hours during event
  • doubles WEED Farm production of WEED tokens

Poker Night

  • Cost: 20000 GAMER tokens
  • decrease crime rate in City by random 5-20%
  • 15% chance to receive Gambler, and 5% chance to receive Addicted Gambler every 2 hours during event

SplinterFest

  • Cost: 500 DEC tokens
  • increase Stadium ENTRY token production by 5%
  • 18% chance to receive Gamer citizen every 2 hours during event
  • 2% chance to receive Dice Splinterlands pack every 2 hours during event

Training

Each day, your immigrants and homeless may be trained into Workers, Artists, and Scientists
Every homeless/immigrant card gives 0.01% chance for training.
Every Job Center card gives a 3% chance for training. 6% with Government Boost.
For training to work you need both Immigrants and Homeless. 10 Popularity is required also.

When they are trained, they have a chance to become Workers(80%), Artists(10%), or Scientists(10%).

Loading

Loading is a function in dCity that stacks certain cards inside other buildings. When a card is loaded into a building, the effects of the loaded card on the city (like population, education, popularity, etc) disappear and the effect of the loaded building on the city changes.

A building can be unloaded by a player at any time.

This feature works on 5 buildings:

  • Prison: Capacity 50, loading Criminal citizens, +1 income for each
  • Warehouse Capacity: 50, loading Dust, +1 income for each
  • SpaceSIM Company: Capacity 50, Scientist/Scientists, +1 income for each card
  • Construction Company: Capacity 20, Hard Worker, +2 income for each
  • Ad Agency: Capacity 10, Artist/Artists, +0.2 income for each card

Example:

Loading 20 Scientist cards into the SpaceSIM Company will remove the effects of the 20 Scientist cards (20 population, 20 education) but will increase the income from the SpaceSIM Company by 20.

The net change on the city would be -20 population, -20 education, +20 income.

Special effects on cards

Non-stackable:
Hospital: +1% in population
Law Firm: 10% tax reduction

Stackable:
Job Center: +3% traning chance
Social Aid Office: -100 from social support costs
Military Industrial Complex: shares from war taxes
Casino: distribute GAMER tokens
WEED Farm: produce WEED tokens
Brewery: produce BEER tokens
Stadium: produce ENTRY tokens
Cinema: decrease crime rate
Gym: decrease crime rate
Police Station: decrease crime rate
Court: decrease crime rate
Research Center: at least one required to discover technologies
Military Industrial Complex: gives shares in war
Military Base: gives shares in war
Fire Department: reduces Fires income penalty by 20 SIM

Government & Taxes

SIM power is calculated from average 30 days SIM holdings. It is used to vote on president and lobbying.

Income tax

  • Income tax based on the average SIM token price over the last 3 days, when the price goes down, this tax should go up and decrease inflation and vice versa when the token price going up.

dCITY President

Players can elect a president using their SIM power, each term lasts 14 days.

The President can influence some stats by adjusting taxes:

  • Police tax: 1% of SIM income, Police Station work 4x better
  • Education tax: 5% of SIM income, 10% Education boost
  • Art tax: 5% of SIM income, 10% Creativity boost
  • War tax: 10% of SIM income, 80% of that tax goes to owners of war shares(Military Industry)
  • Eco tax: 5% of SIM income, boost income on Wind Turbines(+1) and Solar Plants(+2)
  • Jobs tax: 5% of SIM income, double the effect of the Job Agency(6%)
  • Basic tax: 1-20% of SIM income, The President can use it to reduce SIM inflation.

Lobbying

You can use your SIM power to influence the game on few different levels
You have 4 options to vote on:

  • bonus income to Hive Sign, max effect +4
  • bonus income to Law Firm, max effect +4
  • increased War Tax, max effect +10%
  • Holding Rewards, max 100 HIVE daily

You can divide your SIM power between these options.

The final lobby effect will be determined by the share of SIM POWER voting on each option.

War Shares

President or SIM holders set a War Tax. 80% of War tax is going back to players having military related buildings(War Shares):

Each Military Industrail Complex gives you 1 War Share.
Each Military Base gives you 2 War Shares.
Each Drone Factory (combined building) gives you 10 War Shares.

Technology

Technology cards can be used to gain certain boosts to your city. Anyone holding the card gets the boost, but if you'd like to be able to discover the technology you need to unlock it.

To be able to discover technology, a player needs to unlock it first in the Tech-Tree.
Players can unlock one technology every 36 hours and can reset this cooldown for 900 SIM.
Technologies are grouped into 6 branches, collecting all five technologies from one branch gives the player a 1% bonus to population

Reminder:
Unlocking a technology doesn’t give you the actual technology card and bonus. Instead, it makes you eligible to discover that technology. Discovery happens every 24 hours at 1800 UTC - the probability for discovery is calculated from education: 40 education = 1% chance with a max cap of 25%. When discovering technology, the player will receive the actual random technology card with the associated bonus.

Unlocking cost goes up with level of tech: 30 SIM - 60 - 150 - 500 - 1000

Control

Police Equipment - Police Station Crime reduction by 1%
Drone Technology - Decreases the crime rate by 5%
RoboCop- Police Station Crime reduction by 2%
Neural Network - Decreases crime rate by 10%
Voice to Skull - 10% increased chance to receive citizens from an event. Increases Waves Broadcast Tower income by 20.

Education

Free Internet Connection - Education +5%
Better Documentation Practice - unlock cooldown -12 hours
Open Source - Education +10%
Free Education - University Education x2
Advanced Training - 2 trainings daily (+200% training)

Automation

Basic Automation - Factory +3 income
Fully Automated Brewery - Doubles BEER production
AI Technology - Factory requires 2x less workers
Mining Operation - income bonus 2%/4%/6%
Advanced Robotics - Factory requires only 2 workers

Utility

GMO Farming - Farm income +4, popularity -3
ECO Energy - Solar Plants and Wind Turbines +2 income
Cold Fusion - Removes negative popularity effect from the Nuclear Plant
Dyson Sphere - Solar Plants income +8
Advanced Recycling - Garbage Dump income +15

Economy

Basic Accounting - Office income +1
Printers Upgrade - Central Bank income +5
DEFI - income +1%
Bitcoin Fund - Economy crisis Penalty decresed by 20%(Penalty is 8% instead of 10%)
Advanced Management - Office +5 Income

Health

Advanced Prayers - Church +1 income, -1% sick people when pandemic crisis is in effect (stackable 10 times)
Tests on Humans - +5% to find Vaccine for every Experimental Lab, Experimental Lab popularity -10
Experimental Heathcare - Experimental Lab income +5
Healthcare AI - When pandemic crisis is in effect each hospital decreases social costs by 40
Advanced Healthcare - 15% fewer sick people

Combined buildings

Construction Site is burned when constructing a new building, but player can convert the combined building back to other used cards. As you can see there, technology will be used for combining as well.

Power Distributor

Cards needed: Construction Site, 10 Power Line, Office, Parking, Public Restrooms, 2 Basic Automation)

Produces Power Reload prevention card when Power Outage crisis happens (20% chance, 30% if energy tax is on)

Summary of stats for used buildings:
income: 77
popularity: -18
workers: 67

Stats of combined building:
income: 80
popularity: -25
workers: 60

Central Bank

Cards needed: Construction Site, 1 Better Documentation Practice, 5 Bank, 3 Law Firm, 1 Office, 1 Parking, 1 Public Restrooms

Adds 10% chance to produce Crisis Bond prevention card - when economy crisis happens

Summary of stats for used buildings::
income: 197
popularity: 61
workers: 157

Stats of combined building:
income: 215
popularity: 0
workers: 150

Creating Central Bank will be available only for a month from update release.

Golf Course

Cards needed: Construction Site, 10 Parks, 5 Forests, Office, Public Restrooms)

Summary of stats for used buildings:

income: 32
popularity: 74
workers: 42

Stats of combined building:

income: 40
popularity: 80
workers: 50

Transportation Hub

Cards needed: Construction Site, 2 Basic Automation, 5 Airports, 5 Train Stations, Office, 2 Parking, 2 Public Restrooms

Summary of stats for used buildings:

income: 179
popularity: 110
workers: 279
Stats of combined building:

income: 190
popularity: 120
workers: 300

Police Academy

Cards needed: Construction Site, 2 Police Station, 3 School, 1 Office, 2 Public Restroom, 2 Police Equipment

Summary of stats for used buildings:

income: 30
popularity: 42
workers: 90
Stats of combined building:

income: 30
popularity: 40
workers: 90

During a Riots crisis, each Police Academy will give you 10% chance to produce a Prepared Police prevention card that can be activated to prevent Riots for a week. The probability to receive a prevention card adds up. If you have 10 Police Academies it's a 100% chance to receive prevention card.

Additional bonus from having activated prevention for riots, is doubling the effect of the police stations, the same way as the police tax works.

Drone Factory

Construction Site, Drone Technology, 5 MIC, 2 Laboratory, Office, Parking, Public Restrooms

Summary of stats for used buildings:

income: 131
popularity: -34
workers: 199
Stats of combined building:

income: 130
popularity: -50
workers: 210

Gives 10 war shares.

Experimental Lab

Cards needed: Construction Site, 5 Laboratories, 2 Research Center, Office, Parking, Public Restrooms, Better Documentation Practice

Produces Vaccine prevention card - when pandemic crisis happens (10% chance, stacks additively, 10 Experimental labs = 100%)
Vaccine when used gives you 1 week prevention on pandemy(80% fewer sick people)

Summary of stats for used buildings:

income: 53
popularity: 41
workers: 118
Stats of combined building:

income: 60
popularity: 10
workers: 120

Industrial Zone

Cards needed: Construction Site, Advanced Robotics, 30 Factories, Office, 2x Public Restrooms, Parking, Warehouse

Summary of stats for used buildings:

income: 618
popularity: 161
workers: 1242
Stats of combined building:

income: 800
popularity: 100
workers: 1000
When Natural Disaster crisis event happens Industrial Zone will produce Dust for city.

Entertainment Zone

Cards needed: 2 Cinema, 2 Gym, 2 Restaurant, 2 Pizzeria, 2 Ice Cream Shop, 2 Public Restroom, 2 Free Internet Connection

Summary of stats for used buildings:

income: 98
popularity: 74
workers: 94
Stats of combined building:

income: 100
popularity: 80
workers: 100

Police Lab

Cards needed: Construction Site, 4 Laboratories 1 Police station, Office, Public Restrooms, Parking, Police Equipment

Summary of stats for used buildings:

income: 46
popularity: 32
workers: 86
Stats of combined building:

income: 30
popularity: 40
workers: 60
Increase probability to get Criminal when crime happens by 1%

University Campus

Cards needed: Construction Site, 10 Universities, 2 Laboratory, Office, Parking, 2 Public Restrooms, 2 Free Internet Connection

Summary of stats for used buildings:

income: 51
popularity: 105
workers: 191
Education: 100
Stats of combined building:

income: 40
popularity: 110
workers: 200
Education: 0

University Campus increase max cap for technology discovery by 1%

Crisis Events

Crisis Events will happen globally for all the players at rewards distribution, with a probability of 1-20% growing slowly from 1% and reset when the crisis event happens. When crisis event happens there is penalty for all the users that day. There will be also Prevention cards than prevent crisis for 7 days(rounds). Prevention cards will be mined with new combined cards.

  • Pandemy - 20% of the population is sick and not working (Social support cost is increased by 0.4 for every sick citizen )
    Probability - 1-20%, goes up 1% daily
  • Fires - reduce income by 5%
    Probability - 1-20%, goes up 1% daily
  • Riots - reduce income and popularity by 5%
    Probability - 1-20%, goes up 1% daily or 0.8% if police tax is on
  • Economy Crisis - reduce income by 10%
    Probability - 1-20%, goes up (1-(total_tax/100))% daily
  • Power Outage - reduce income by 5%
    Probability - 1-20%, goes up 1% daily or 0.8% if energy tax is on
  • Nature Disaster - reduce income and popularity by 5%
    Probability - 1-20%, goes up 1% daily or 0.8% if energy tax is on

Probability goes back to 1% for crisis when crisis happens.
Few crisis events can happen at the same time.

Crisis Prevention

Prevention cards after activation prevent crisis for 7 days(rounds). Prevention cards will be mined with new combined cards.

  • Vaccine produced by Experimental Lab when pandemic crisis happens
    10% chance, stacks additively, 10 Experimental labs = 100%
    When used gives you 1 week prevention on pandemy(80% fewer sick people)

  • Crisis Bond produced by Central Bank when Economic Crisis happens
    10% chance, stacks additively, 10 Central Banks = 100%
    When used gives you 1 week prevention on Economic Crisis

  • Prepared Police produced by Police Academy when Riots happens
    10% chance, stacks additively, 10 Police Academies = 100%
    When used gives you 1 week prevention on Riots and doubles crime decrease effect of Police Station

  • Power Reload produced by Power Distributor when Power Outage happens
    20% chance, stacks additively, 5 Power Distributors = 100%
    When used gives you 1 week prevention on Power Outage

Prevention card is lost after activation

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19 comments
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Fantastic, a new manual for the new edition being released soon! Keep up the great work!

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I still don't get it, wen 3rd?

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Finally a manual with everything 😊 awesome job

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Interesting concept I'm just not sure about all of it..

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3rd edition LOADING!!!

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for only another 12days, weeks or months

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Advanced prayers 🤣
Great work fellas, super excited for new release!

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Check out the last post from @hivebuzz:

Feedback from the April 1st Hive Power Up Day
Hive Power Up Day - April 1st 2021 - Hive Power Delegation
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wow this is getting complicated :D

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Looking good!!

Explains why Labs are hella expensive right now 😅

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