Docs
Overview
Brokerscity is a persistent city economy where every inhabitant is an autonomous agent. There is no central scheduler: who works, what things cost and who eats are the output of market mechanisms running between residents. You write the charter once, sign it, and live with your ideology. From there the agents do everything, bid for jobs, set prices by eating, break ground on new towers, move in, move out.
The routine economy is deterministic and replayable. At the moments that matter, a departure, a strike, a fortune to spend, the agents decide for themselves and tell you why. Every city writes a history nobody designed.
Ranked and sandbox
| Ranked | Sandbox | |
|---|---|---|
| Clock | Real time: one city day takes 30 minutes, the same for everyone. No pause, no fast forward. | Yours: pause, x2, x4, x8. |
| While you are away | The city keeps living. When you come back, the missed time is replayed in seconds. | Sandbox cities are ephemeral, closing the tab ends them. |
| Wallet | Required. Your address is your mayor identity on the board. | None needed. |
| Board | Publish your signed score from the HUD and compete for the daily pot. | Local practice only. |
Sandbox is the laboratory: test a charter at x8, watch a society rise or fold in minutes, then found the real thing in ranked. Ranked is the persistent world, where everyone advances at the same speed and nobody can grind an advantage.
The charter
The charter is your city's constitution, eleven policies set at founding and immutable afterwards. Two cities on the same seed with different charters end up in completely different worlds.
| Policy | Options | The trade-off |
|---|---|---|
| Economic system | market / mixed / state | Market: no welfare, no make-work, businesses keep their profits, boom or bust. Mixed: markets plus safety nets. State: the treasury is the only employer, everyone earns the same wage, business tills are swept at dawn. Grinders and misers hate it, coasters thrive. |
| Food | market / aid the broke / free canteen | Who pays for lunch. A free canteen means nobody starves and the treasury bleeds for every plate. Aid halves the price for residents under 25 credits. Market means the poorest skip supper. |
| Wealth tax | 0 to 12% above 80 credits | Funds the treasury and keeps credits moving. A structural 10% bracket above 250 credits applies under every charter, so nothing compounds forever. |
| Rent | 2 to 8 credits a day | Steady treasury income. Rent of 6 or more visibly stings morale every single day. |
| Borders | sealed / trickle / open / wide | Trickle screens for workers. Open takes everyone when the city looks good. Wide packs them in fast and newcomers arrive near broke. Sealed cities can only shrink. |
| Visitors | none / some / heavy | Visitors spend at the diners and the exchange, and a levy funds public works. Heavy promotion brings crowds, and crowds annoy locals. |
| Expos | rare / regular / lavish | The casino pays its float back out to everyone. Lavish charters top the float up from the treasury, a welfare loop for high tax cities. |
| Public works | frugal / balanced / aggressive | How low the treasury goes before breaking ground, and how many sites run at once. Aggressive grows fast and flirts with bankruptcy. |
| Getting around | on foot / buses / metro | Buses (+40% speed, 15 credits a day) and the metro (+80%, 30 credits, plus a small daily joy) shorten every commute, if the treasury holds. |
| School | none / public / private | Skill cuts working time by up to 35%. Public school teaches everyone out of treasury surplus. Private school teaches whoever pays 3 credits a day, and inequality compounds. |
| Exports | protectionist / balanced / sell hard | How deep into its own shelves the exchange digs to load containers. Selling hard maximises the money inflow and flirts with famine. |
The presets, Mixed economy, Gold rush, Planned, Laissez-faire, Welfare state and Plutocracy, are whole ideologies. Over long runs the state charter wins on stability and zero departures, boom cities spike hardest then crash, and pure markets churn through residents like a revolving door. Turn every dial yourself if you think you can do better.
The economy
Goods flow one way and credits flow the other. Raw units are produced at the plants and the docks, couriered to the exchange, sold on to the diners, plated up, and eaten by hungry residents. Every hop is a paid job or a purchase.
| Mechanism | How it clears |
|---|---|
| Labour | Reverse auction. Jobs post a ceiling wage; idle residents bid their reserve wage (personality, fatigue, distance and desperation priced in); lowest bid wins. Unfilled jobs repost higher. |
| Goods | The exchange buys from producers at the goods price and sells to the diners at a margin. The price drifts up when stock is scarce, down when it piles up. |
| Lunch | The lunch price rises while the counter is empty and falls when plates stack up. Spenders tip. |
| Wages | The base wage floats on unemployment: near full employment pushes it up, mass idling pushes it down. |
| Rent and tax | Every resident pays the charter's rent daily, plus wealth tax above 80 credits. The treasury recycles it into market grants, building work and civic jobs. |
| Exports | Surplus containers above the city's own security buffer ship out of state every day at a premium. This is the structural money inflow, and the first thing a storm takes away. |
| The casino | Losses accumulate in its float; the expo policy sets how often the city throws an expo and pays that float out equally. A small, chaotic basic income. |
Outside money enters through exports and travellers, and leaves with departing residents and the occasional raccoon. When trade stalls completely, wages crash automatically so hiring becomes affordable again and the engine restarts.
World events
Every 24 hours the region rolls a world event, the same for every city, derived from the date and a server-side secret so tomorrow is unpredictable and today is verifiable. The HUD shows the event, the residents react to it, and your charter decides whether it is a shrug or a catastrophe.
| Event | What it does | Who suffers, who shrugs |
|---|---|---|
| Storm surge | Nothing ships, no travellers, rain all day. | Sell-hard charters bleed, protectionist pantries shrug. |
| Supply shortage | The plants come up at roughly half output. | Market-price food charters watch their poorest go hungry, free canteens carry the day. |
| Migration | Twice the visitors, twice the spending. | Visitor-heavy cities feast, hidden cities see nothing. |
| Downstream demand | Buyers pay half again the usual price per crate. | Sell-hard charters print credits. |
| Expo week | Expos fire more often, morale runs high. | Everyone wins. The singing does not stop. |
| Quiet tape | An ordinary trading day. | The economy runs on its own rhythms. |
Agents and decisions
Routine behaviour, bidding, eating, sleeping, commuting, comes from each agent's personality and situation. At the moments that matter the agent genuinely decides, and the feed shows the reasoning in its own words.
| Moment | The choice |
|---|---|
| Wavering | A miserable resident stands at the city limits and chooses: stay against all odds, or leave for good. Departures scar the score. |
| The strike | An underpaid grinder under a planned charter can down tools for a full day. The job market feels it immediately. |
| The windfall | A rich resident decides what wealth is for: drop 40 credits at the casino, buy lunch for the whole city, or sit on every credit while neighbours leave. |
Watch for thought bubbles over a resident and the choice entries in the feed, that is a decision happening. Every decision is journaled server-side, which is what keeps ranked scores verifiable. Residents also talk on the sidewalk: gossip, price complaints, weather, all in character.
Growth and building
There is no build button. Every day the city assesses its own needs and, if the treasury can afford it, drives piles for the most urgent structure. The priority is hard-coded common sense: food before housing, plants and docks first when the ratio of mouths to producers climbs, then a diner, then apartment blocks, then a gym.
Sites are real jobs: residents bid on build tasks like any other work, paid by the treasury, and a site only opens after enough shifts. Growth is visible everywhere. Barges appear on the river as trade picks up, freight yards and parking lots spread past the ring road as mouths multiply, new bridges and a water tower arrive as the city matures, and a metro charter gets a train running on its viaduct.
Population grows on its own too. Every day, newcomers out of state look at your city: average morale, open jobs, free beds. Attractive cities with open borders fill fast. Nobody moves to a city that cannot feed itself. When it gets dense, the city rezones another ring of blocks and opens new lots at the edges.
Residents and needs
Every resident tracks hunger, energy, morale and a stash of credits. Hunger climbs constantly. Working and hopping drain energy; sleeping at home and an hour at the gym restore it. Morale reacts to everything: lunch, the gym, expos, a green tape, being broke, finding the diner pot empty.
| Personality | Bidding | Spending |
|---|---|---|
| Leaper | bids about 25% under base | normal |
| Hoarder | bids about 25% over base | avoids the gym city, leaves 1 credit at the casino |
| Basker | slightly above base | normal, rests a lot |
| Spender | slightly under base | tips at the diner, loves the casino |
City Score
The score is a 0 to 1000 composite, recomputed continuously:
| Component | Weight | Measures |
|---|---|---|
| Prosperity | 35% | trade volume per head over the last day |
| Happiness | 25% | average morale |
| Employment | 20% | share of residents working, plus jobs completed per head |
| Harmony | 20% | 1 minus the Gini coefficient of credits held |
The blend is deliberate. A sweatshop city scores high on prosperity and bleeds happiness and harmony. A commune is happy and broke. A rich miserable city loses to a poorer one that feeds everyone. Population scales the whole thing, so ghost cities cannot win, and every departure applies a lasting penalty.
Daily rewards
Every 24 hours, a share of $BROKER trading fees is split across the board in two pots.
| Pot | Share | Goes to |
|---|---|---|
| Best day | the larger share | The city that improved its score the most over the last 24 hours. A three-day-old city in full boom can beat the reigning giant here. |
| Best society | the rest | The highest absolute score. The reward for building something that lasts. |
Delta-based rewards keep the board alive: the top city does not win by default every day, and different ideologies win on different days. A storm day belongs to the protectionists, a demand day to the sellers. Publish your signed score from the HUD to compete.
$BROKER and the gate
$BROKER launches on Pons, the launchpad on Robinhood Chain (chain id 4663). Holding at least one $BROKER is what it takes to found a ranked city and compete for the daily pot. That is the whole gate: no staking, no tiers, no nonsense. Sandbox stays free for everyone.
Until the token exists the gate is open and the site says so everywhere. There is no contract address to show yet, and anything circulating claiming to be one is fake.
Fair play
The routine economy is fully deterministic: the layout of the ground and every random roll derive from your seed through a seeded PRNG. Same seed, same charter, same history, tick for tick. World events and agent decisions are journaled as they happen.
That is what makes the daily pot trustworthy. Before a reward pays out, the winning city is replayed server-side from day zero, consuming the same event and decision journal, and the score is recomputed. A forged score cannot survive a replay. Scores are signed by the mayor's wallet, so nobody can publish for an address they do not own.
FAQ
Is this on-chain?
The simulation runs in your browser. The chain layer is the $BROKER gate, wallet-signed score submissions, and the daily fee pot on Robinhood Chain.
Can I pause my city?
Sandbox: pause, x2, x4, x8, anything. Ranked: no. The world keeps moving at one day per 30 minutes for everyone, which is the point. Your city keeps living while you are away and the missed time is replayed when you return.
My residents keep leaving. Bug?
Feature. They are hungry, broke or exhausted, and at the city limits each one decides whether your city is still worth it. The feed tells you their reasons.
Why is nothing being built?
The treasury is below its charter reserve, there are not enough spare hands, or nothing is needed yet. Frugal charters barely build at all, which is the deal you signed.
What actually makes one city stronger?
Money inflow (exports and visitors) versus leaks, a food chain that scales with population, and a charter whose redistribution keeps the poorest fed. Boom cities win on growth, state cities on harmony, pure hoarding loses on every axis.
Why did the lunch price explode?
Your counter kept running dry, probably because nobody could afford to run a prep shift or the courier chain broke. Prices are trying to tell you something.
Do the agents really decide?
Yes. Departures, strikes and windfalls are decided in character, with the reasoning shown in the feed, and journaled so ranked results stay verifiable.
Can cities trade with each other?
Not yet. Inter-city routes are next on the list.