Update Explained. Release Date and 2000 Hive Promotion
When creating the game my first goal was to avoid making it time consuming for the players (clicks every x minutes or energy to use every day). I think this has been achived - players can build their city and check it from time to time to buy and sell assets. The primary game actions are happening on the market where players are trading assets.
The second most important target was mining. The possibility to mine other tokens or cards in-game. We are introducing that with this update. Two new buidlings for mining tokens, technologies and backgrounds as items that can be collected throughout the game based on certain rules.
Education - the base for discovering technologies; 40 education = 1% chance to discover technology daily, with a max cap at 25%
Creativity - the base for finding a background; 80 creativity = 1% chance to find a background with a max cap at 25%
Farm: population: 5, income: 6, popularity: 5, workers: 11,
Park: population: 2, popularity: 5, workers: 1,
Wind Turbine, income: 3, popularity: -2, workers: 2,
Hospital, income: 5, popularity: 14, workers: 10,
probability: 0.2%, increase population by 1%, this bonus works only once per city
Hotel, population: 4, income: 10, popularity: 5, workers: 15,
Job Center: income: 5, popularity: 7, workers: 10,
probability: 5%, increase chance for daily training by 3%
Stadium, income: 15, popularity: 10, workers: 17,
Casino: income: 25, popularity: 8, workers: 10,
probability: 3%, incrase crime ratio, can get robbed for 400
Art Gallery: popularity: 12, workers: 5, creativity: 10,
probability: 5%, required to receive background
Ad Agency: income: 9, popularity: 5, workers: 6, creativity: 5,
School: income: 2, popularity: 9, workers: 12, education: 5,
Research Center: income: 3, popularity: 5, workers: 18, education: 10,
probability: 5%, required to get technology
University: income: 2, popularity: 9, workers: 14, education: 10,
Brewery: income: 9, popularity: 5, workers: 10,
probability: 1%, producing BEER daily
WEED Farm: income: 7, popularity: 5, workers: 8,
probability: 2%, producing WEED daily
Night Club: income: 8, popularity: 8, workers: 10, creativity: 3,
Waves Broadcast Tower: income: 1, popularity: 5, workers: 1, creativity: 40,
Laboratory: income: 6, popularity: 5, workers: 11, education": 6,
Forest: income: 4, popularity: 4, workers: 2,
Solar Plant: income: 5, popularity: 7, workers: 5,
Nuclear Plant: income: 20, popularity: -15, workers: 15,
Military Industrial Complex: income: 20, popularity: -10, workers: 30,
probability: 1%, gives player shares from war tax
Public Restrooms: income: 2, popularity: -1, workers: 2,
Law Firm: income: 10, popularity: 2, workers: 10,
probability: 0.5%, 10% tax reduction, only one per city gives that bonus
Social Aid Office: income: 0, popularity: 5, workers: 40
probability: 0.5%, decrease social support costs by 100
Science Convention - organized with 100 STEM tokens, gives the player 40-120 education for 24h, and 20% chance to receive scientist every 2 hours
Art Convention - organized with 250 CCC tokens, gives the player 80-180 creativity for 24h, and 20% chance to receive artist every 2 hours
WEED Fest - organized with 75 WEED tokens, gives the player 40-120 creativity for 24h, and 20% chance to receive artist, also doubles WEED Farm production
Now, on a daily basis your immigrants and homeless are trained into workers(80%), artists(10%) and scientists(10%)
Every homeless/immigrant card gives 0.01% chance for training.
Every Job Center card gives a 3% chance for training.
Positive Popularity is required for training.
Government & Taxes
Players can elect a president for 14 days.
Voting power is calculated from average 30 days SIM holdings, snapshots before distribution.
The President can influence some stats but it also means more taxes:
income tax - based on SIM price
This one is 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.
police tax - funding police
The President funds the police with this tax, and can make it work 4x better. 1% tax.
education tax - funding education
The President can boost education by 10% but it will cost players 5% of their daily income.
art tax - tax to fund Artists
The President can boost creativity by 10% but it will cost players 5% of daily income.
war tax - funding war
When The President declares war, players pay a 10% tax and 80% of that goes to the Military Industrial Complex (one of the new upcoming buildings) owners.
eco tax - tax for eco program
For a 5% tax, The President can boost income from Wind Turbines and Solar Panels (new buildings).
jobs tax - funding jobs program
For a 5% tax, The President can double the effects of the Job Agency (a new builiding with an effect on training).
basic tax - just basic tax
Basic tax from 1-20%. The President can use it to reduce SIM inflation.
Tech-Tree and Technologies
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 with 900 SIM.
Technologies are grouped into 4 branches, collecting all five technologies from one branch gives the player a 1% bonus to population
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 19 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.
- Police Equipment - unlocking costs (30 SIM) - Police Station Crime decreases by 1%
- Drone Technology - (60 SIM) - Decreases the crime rate by 5%
- RoboCop - (150 SIM) - Police Station Crime decreases by 2%
- Neural Network - (500SIM) - Decreases crime rate by 10%
- Voice to Skull - (1000SIM) - 10% increased chance to receive citizens from an event
- Free Internet Connection - (30 SIM) - Education +5%
- Better Documentation Practice - (60 SIM) - unlock cooldown -12 hours
- Open Source - (150 SIM) - Education +10%
- Free Education - (500SIM) - University Education x2
- Advanced Training - (1000SIM) - 2 Trainings daily
- Basic Automation - (30 SIM) - Factory +3 income
- Fully Automated Brewery - (60 SIM) - Doubles BEER production
- AI Technology - (150 SIM) - Factory requires 2x less workers
- Mining Operation - (500SIM) - income bonus 2%/4%/6%
- Advanced Robotics - (1000SIM) - Factory requires only 2 workers
- GMO Farming - (30 SIM) - Farm income +4, popularity -3
- ECO Energy - (60 SIM) - Solar Panels and Wind Turbines +2 income
- Cold Fusion - (150 SIM) - Removes negative popularity effect from the Nuclear Plant
- Dyson Sphere - (500SIM) - Solar Panel income +8
- Advanced Recycling - (1000SIM) - Garbage Dump income +15
When discovering a technology, the probability is determined by tier:
- Tier 1 - 49%
- Tier 2 - 29%
- Tier 3 - 14%
- Tier 4 - 6%
- Tier 5 - 2%
Note: Expect high tier technologies to be rare
To get a bonus from technology cards, the player doen't need to do the initial research. That way players can skip the discovery process and buy it all from other players on the market.
Garbage Dump now requires 25 different cards to reverse the negative popular effect on the card. This should be easy to achieve with all of the new cards and technologies. As every type of card counts.
Release Date and Promotion
Official release date: Saturday 6th June 19 UTC
100 lucky cards bought daily will win 1 HIVE (100 HIVE total per day), the promotion starts today at 19:00 UTC and lasts for the next 14 days.
We're starting the promotion 7 days before the release so that new players can get 1st edition cards with a possible discount and for 7 days after the release so that all the bought cards become tickets for the lottery.
At the end of the 14 day promotion, 3 super lucky cards bought during the 14 days will win 200 HIVE each for the owners, and we will close promotion with 2000 total HIVE distributed to card buyers.
You need to have the winning card on your account to get the reward. Cards on the market don't count.