map
720
1. State Mint & Redistribution
Treasury (Coins / Gold)0.00 / 0.00
Taxes (Coins / Gold)0.00 c · 0.00 g
Production Sales Tax (of the above, coin total)0.00
Welfare Cycles Spent0
Gold Seized (idle >5k ticks)0.00
State Emergency Mine Output (active when treasury <50)0.00
Reserve0.00
Fed Gold Floor Buys / Spent (from reserve)0 / 0.00
Labour Jobs Contracted0
Wages Paid (Coins / Gold)0.00 / 0.00
2. Currency, Minting & Gold-Denominated Spending
Coins in Wild Circulation0.00
Coin Velocity (hands / 1000 ticks)0.00
Coins Paid — House Construction0
Coin Distribution InequalityGini: 0.00
Gold Extracted / Held0 / 0
Coins Minted (Gold Burned to Back Them)0
Gold Reserve (backing coins in circulation)0.00
Panic Gold Sells (gold-averse, immediate) / Value0 / 0.00
Live Mint Rate (gold per coin, velocity-dampened)31.000
Coin Velocity Ratio (recent vs baseline — dampens Mint Rate above)1.00
Mean Gold Fertility Bonus (birth-odds energy equivalent)+0.0e
coins
gold
3. Fed Head
Stance (Hawkish / Pro-People / Gold-Aligned)0.50 / 0.50 / 0.50
Term Progress0 / 50000
Policy Reviews This Term0
Interest Rate Base (lenders multiply their own spread on top)0.00000
Landlord Tax Multiplier1.00×
Production Tax Multiplier (treasury/inflation/pro-people)1.00×
Reserve Target0.00
Reserve Feed Rate (share of production tax)2.0%
Mint Rate Bias1.00×
Welfare Skim Rate (into reserve)10.0%
Inflation (basket vs Fed baseline, band ±2%)0.0%
OMO Coins Drained / Injected (ops)0 / 0 (0/0)
Emergency Gold Dumps / Coins Burned0 / 0
Drill Loans Issued / Volume / Repaid0 / 0 / 0
Mint Inflation Throttle1.00×
Mint Cost Target (structural, ratchets per review)0.0100
Money Supply — Target Path / Actual / Growth per Cycle0 / 0 / 0%
Coins per Head — Target / Actual · Population Index0 / 0
Sterilizer Gate — 2k-tick Avg Supply vs Target0 / 0
A randomized policy stance, reshuffled every 50,000 ticks like a new administration — but the SAME head also reviews policy every 5,000 ticks, nudging hawkish/pro-people/mint-bias/gold-aligned in response to real conditions rather than staying frozen all term. Hawkish sets a higher base interest rate. Pro-people scales the landlord rent tax up to 2× or down to 0.5×. Mint bias (0.70-1.30×) leans the money supply independently. The money supply target itself is held PER CAPITA — the head's declared growth rate is growth in coins per head, and the headline target is that times a smoothed population index, so the supply tracks the size of the economy instead of a fixed absolute level. Gold-aligned (0=pro-money, 1=pro-gold) controls BOTH how much welfare gets skimmed into the reserve each cycle (5-30%) and how hard the Fed defends gold's price during a decline — a pro-gold head builds a bigger reserve and spends it more freely defending gold; a pro-money head keeps welfare generous and barely intervenes.
4. Gift Economy & Proto-Money Emergence
Tracks the informal, agent-to-agent gift economy — the barter and reciprocity that exists before coins, the Fed, and the open market fully take hold. Most of what's below is at its most meaningful early on, while this is still the only economy there is; once real market trading (Commodity Value, Open Market, and the sector cards) takes over as the dominant way goods change hands, gift activity usually fades into the background and these numbers become far less representative of the economy as a whole.
Social Transfusions (100t)0
Reciprocation Velocity—
Reciprocity / Generosity GeneR: 0.00 · G: 0.00
Food ⇄ Stone / Glass SwapsS: — · G: —
Unwanted-Item Circulation — Coin · Gold Gifted to Agents Who Didn't Want Them (proto-money signal)0 · 0
Mean Liquidity (C / G / Gl / F)—
Glass Circulation Velocity0.00
Glass Gifted to Non-Builders (proto-money signal)0
Handed Over, 100t (Food/Stone/Glass)F:0·S:0·G:0
Open Credit Networks / Mean PartnersN: 0% · P: 0.0
xfer
recip %
ledger gene
food xfer
stone xfer
glass xfer
5. Commodity Value — Coins & Gold
Sugar (imperishable, high-E)C: 0.000 · Au: 0.0000
Potato (slow rot)C: 0.000 · Au: 0.0000
Lettuce (fast rot)C: 0.000 · Au: 0.0000
Rice (imperishable, low-E)C: 0.000 · Au: 0.0000
StoneC: 0.000 · Au: 0.0000
GlassC: 0.000 · Au: 0.0000
Oil (raw fossil fuel)C: 0.000 · Au: 0.0000
Iron (crushed from stone)C: 0.000 · Au: 0.0000
Sand (smelts into glass)C: 0.000 · Au: 0.0000
Raw Gold (price of 1 gold)0.000 coins
Coin Power vs Commodity Basket (higher = stronger coin)0.000
gold values (Au) are coin prices converted through the discovered gold⇄coin exchange rate — no separate gold price exists for liquefied gold, which is consumed in-place and never held/traded
6. Open Market — Bids & Asks (priced in coins)
Stonebid: 0@0.000 · ask: 0@0.000 · vol: 0
Glassbid: 0@0.000 · ask: 0@0.000 · vol: 0
Sugarbid: 0@0.000 · ask: 0@0.000 · vol: 0
Potatobid: 0@0.000 · ask: 0@0.000 · vol: 0
Lettucebid: 0@0.000 · ask: 0@0.000 · vol: 0
Ricebid: 0@0.000 · ask: 0@0.000 · vol: 0
Oilbid: 0@0.000 · ask: 0@0.000 · vol: 0
Ironbid: 0@0.000 · ask: 0@0.000 · vol: 0
Goldbid: 0@0.000 · ask: 0@0.000 · vol: 0
Sandbid: 0@0.000 · ask: 0@0.000 · vol: 0
Orders posted / Bids posted (lifetime)0 / 0
Production Pull (St/Gl/Oi/Ir/Sa/Su/Po/Le/Ri)1.00/1.00/1.00/1.00/1.00/1.00/1.00/1.00/1.00
Scarcity Pressure on Asks (St/Gl/Oi/Ir/Sa/Su/Po/Le/Ri)1.00/1.00/1.00/1.00/1.00/1.00/1.00/1.00/1.00
×1.00 = baseline. Above 1 means this commodity is currently fetching more than its reference price, so agents are more drawn to producing it — below 1, less drawn. This is what makes prices feed back into production instead of only reflecting it.
Above 1 = far more standing demand (bids) than supply (asks) right now, so new sellers price higher on purpose. Below 1 = asks piling up with little demand, so new sellers undercut. This is what makes a listing during a shortage cost more than the same listing during a glut.
bid = standing demand: buyers who couldn't get what they needed, waiting at a price. ask = sellers currently listing. When a bid's price meets or beats an ask, they clear automatically — a bid sitting with no matching ask is visible unmet demand, not a dead number. vol = cumulative units traded either way. Gold is now a full market item too, priced in coins like everything else — this is what finally gives it real, liquid price discovery instead of relying on thin barter.
7. History — Commodities
Current / Min / Max (full run)— / — / —
Adaptively sampled to always cover the full run — resolution narrows as the run gets longer, but the chart never loses its beginning. Commodities show discovered coin price; Sectors and Biomes show mean net worth per capita.
Current / Min / Max (recent window, last 10,000 ticks)— / — / —
Same item as selected above, zoomed to a recent window — the full-run chart compresses recent moves flat once a run gets long; this stays readable no matter how old the run is.
8. Trading Dashboard
1.00
+0.00 (0.0%)
CAPITAL GAINS
commodities — · paper —
No liability. Realized gains are billed every 5,000 ticks.
Goods settle at the standard rate.
Funds, sectors and biomes are assessed as speculative holdings and carry the higher rate.
More than 100 disposals in an assessment window is treated as trading for a living, not investing, and rates rise by a third to a ceiling of 45%. Losses in one category offset gains in the other, and anything still negative carries into the next window.
—
equity curve
—
9. Retailers
Buys (count)0
Listings — Posted / Sold Out / Expired Unsold0 / 0 / 0
Units — Bought / Sold / Acquired Hand-to-Hand (barter, gather, inherit)0 / 0 / 0
Storage Buildings Built0
Mean Target Margin (Buy Discount / Sell Markup)0% / 0%
Buy Discount Range (Low → High)0% → 0%
Sell Markup Range (Low → High)0% → 0%
Retailers by Category (Food/Gold/Iron/Oil/Glass/Stone·Sand)0/0/0/0/0/0
Agents with a high enough retail gene (≥0.55) buy their assigned category — food, gold, iron, oil, glass, or stone/sand — whenever it's trading under its own 5,000-tick moving average, and resell above that same average once holding stock. Both the buy-in discount required and the resale margin scale with prudence (bigger safety cushion) and speculate (holding out for a bigger dip / better spread) — a maxed-out retailer waits for a real ~12% dip before buying and charges up to ~25% on the way back out; a bold, low-prudence one trades on almost any softness at all. Retailers can also build storage on land they own, raising their carry capacity for trade goods from any tile they hold it on. (Target margin above is the intended spread built into each retailer's genes, not realized profit — inventory isn't cost-basis tracked, so actual $ earned per sale isn't measured yet.)
10. Landlords
Distinct Landlords (own a rentable/rented house)0
Mean Rent Price, per tick (Low → High)0.00 (0.00 → 0.00)
Coins Paid in Rent (lease count)0
Rent Extracted vs Labor Retained (recent, decaying avg)0.0 / 0.0
Rent Extract Share of GDP0%
Rent Tax Rate (= GDP share, clamped 5–80%)0%
A landlord is anyone who currently owns a house tile in the rental pool — every first-floor house build enters that pool automatically, whether the owner lives there or leases it out. Rent price per tenant is 4×the owner's own rentTake gene, paid per tick, billed upfront for a full lease block. The same rentTake-scaled cut also applies to crop land — a landowner takes a share of whatever a tenant farmer harvests on their claimed tile, tracked in the same rent-vs-labor split above. Rent extraction as a share of GDP feeds directly into the rent tax rate, which rises automatically the more rent-dominant the economy becomes.
11. Glassmakers
Current Glassmakers (relative-activity classification)0
Glass Smelted (lifetime)0
Smelt Rate — Last 100t vs Last 1000t (normalized /100t)0 vs 0
Demand Pressure (open bids ÷ open asks)—
Glass Held (population total)0
Smelting is a clean 1:1 conversion — 1 sand becomes 1 glass, over a 4-tick smelting process costing 9 energy total, gated by the industry gene. No efficiency loss, no byproduct — the only cost is the sand itself and the time/energy spent smelting it. "Glassmaker" isn't a fixed gene threshold — an agent is classified into whichever of the 9 sectors they're most active in RELATIVE to that sector's own population-wide average, so it accounts for glass-smelting naturally happening less often than, say, mining. Demand pressure is just open order counts on the glass order book — above 1 means more agents currently want to buy glass than are currently offering to sell it.
12. Collectors — Iron & Tractors
Crushers Built / Tractors Made (lifetime)0 / 0
Tractors Currently Deployed0
Iron Crushed (Hand / Machine / Tractor)0.0 / 0.0 / 0.0
Stone Harvested by Tractors0
Harvest Attempts Blocked by Low Oil0 / 0
Oil Bought by Tractors (market refuel)0
Stone/Iron Liquidated for Fuel (events · units)0 · 0
Tractor Ownership Transfers (heir / stranger)0 / 0
Mean Tractor Oil / Cooldown0.00 / 0.0
Iron Bought with Coins0
Stone crushes into iron by hand (slow, brutal energy cost) or at a Crusher structure (same yield, much faster/cheaper). Enough iron alone builds a Tractor. It moves faster, vacuums stone across a wide radius while roaming, and crushes at machine speed while parked, as long as the tank isn't empty. Once low, it refuels from the market — liquidating spare stone/iron for gold first if it can't afford fuel outright.
13. Miners — Gold & Sand
Gold Bought0
Gold Bugs: Momentum / Dip Buys0 / 0
Mining Drills Built / Upgrades0 / 0
Drill Gold / Sand Produced0.00 / 0.00
Drill Oil Bought / Blocked-Idle0 / 0
A drill is a permanent structure on land you own — produces gold and sand indefinitely instead of depleting a fixed deposit, the actual fix for eventual resource exhaustion. Costs 14 iron to build (no oil needed up front) but starts at only 25% efficiency; three upgrades (10i/2o, 20i/4o, 30i/8o) each add another 25%, reaching 100% at full upgrade. Gold goes straight to whoever currently owns the tile; sand tops up that tile's own deposit for the normal glass-smelting pipeline. Runs on its own oil tank refueled from the market. If you sell the land, whoever owns it now gets the output.
14. Oil Producers — Drills
Oil Drills Built0
Oil Pumped (manual extraction, non-drill)0
Oil Drill Output / Wages Paid0.00 / 0.00
Oil Drill Firings (owner couldn't pay)0
An oil drill runs on WORKERS instead of fuel — 20 iron to build, then efficiency scales linearly with headcount, 0% at zero workers up to 100% at 10. Each worker costs the owner real wages every tick (70% of that worker's share of the output's value, at the live oil price — wages track what the labor actually produces) — if the owner can't afford it, that worker is fired immediately. Workers keep living normally (foraging, trading, moving) but burn energy twice as fast the whole time they're employed, and can only hold one drilling job at a time. A cash-strapped owner genuinely cannot sustain a full crew — this isn't free output, it's a real bet.
15. Credit & Lending
Active Loans / Open Offers0 / 0
Interest Rate — Mean (Low → High)0% (0% → 0%)
10-Tick APR — Mean (Low → High)0% (0% → 0%)
Loans Issued (lifetime) / Total Lent0 / 0.00
Total Repaid / Closed0.00 / 0
Defaults (count · lost balance)0 · 0.00
Hoarders (g.hoard>0.5) post loan offers priced by their own priceBold gene. Needy agents (coins<0.3) take the cheapest available rate. Interest compounds on the balance every tick; repayment is opportunistic (30% of the borrower's coin balance each tick). If the borrower dies first, the lender simply eats the loss — no bailout, no ground-drop recovery.
15b. Private Funds — Lender-Run
Seats Claimed / Available0 / 0
Seat Threshold (0.32% of coin supply)0.00
Shares Sold / Redeemed (lifetime)0 / 0
Premium Earned by Managers (lifetime)0.00
Defaults / Seat Transfers0 / 0
Forced Sales to Meet Redemptions0
Redemption Backstop Drawn0.00
Orphaned Shares Returned to Funds0.00
Capital Injected by Incoming Managers0.00
A wealthy hoarder can hang out a shingle and take one of the fund desks, sinking half their fortune into the portfolio to open it. Some desks hold the goods themselves, bought off the market like anyone else; others track a sector and hold nothing you could put in a cart. Cautious savers — the ones who want their wealth kept rather than gambled — buy in above book value and cash out at it, which is how the manager makes a living. A desk outlives whoever sits at it: when a manager dies or cannot pay, it passes to their heir, then to the biggest shareholder, then to whoever else can carry it, and the state minds it if nobody can.
16. Speculators
Current Speculators0
Speculative Buys / Sells (lifetime)0 / 0
Dip Buys / Momentum Buys0 / 0
Spent Buying / Earned Selling0.00 / 0.00
Net P&L (class-wide)0.00
Take-Profit / Stop-Loss / Timeout Hits0 / 0 / 0
Outcomes by Style (dip/momentum)—
Positions Liquidated on Death (heir proceeds · value) / Escheated to State0 · 0.00 / 0
Triggered Exits Listed as Real Asks (no bid available yet)0 · 0.00
Mean Speculate / Prudence Gene0.00 / 0.00
speculate 0.5-0.75 = dip buyers: buy when price sits below 80% of its own 1000-tick average. speculate>0.75 = momentum buyers: buy when price is already up 15%+ over the last ~250 ticks, chasing the trend instead of waiting for a discount. Either way, the moment they buy, TP/SL width AND a max hold time get locked in from their prudence gene — prudent agents take small, safe trades and wait longer; reckless ones swing bigger but get forced out fast. If they die first, the position is liquidated on the spot — the heir gets coin proceeds from whatever sells plus any unsold remainder as ordinary inventory, rather than the position itself drifting through another inheritance hop. With no heir, the same liquidation happens but proceeds go to the state treasury. (Every stat above except this headcount and the gene averages is a population-wide SUM, not a per-agent figure — the number of active speculators directly drives how big the total capital moving through this sector looks, independent of any individual agent's behavior changing. Read spending/P&L trends alongside the headcount above, not in isolation.)
17. Resource Inventory Tracking
Currently held by the population (not world deposits — see below):
Food Held (population total)0
Stone Held (population total)0
Glass Held (population total)0
Sand Held (population total)0
Iron Held (population total)0
Oil Held (population total)0
Gold Held (population total)0
Food Distribution — % of Agents Carrying Any0%
Remaining above-ground, not yet gathered by hand — separate from drills, which tap a deeper source and never deplete this pool:
Surface Stone Tiles0
Sand — Above-Ground Deposit0
Gold — Above-Ground Deposit0
Oil — Above-Ground Deposit0
food
stone
18. Natural Disasters
No active disasters.
Recent Events
—
Heavy rain / drought / heatwave / cold wave hit one biome every ~50k-100k ticks (occasionally two in an unlucky stretch) and temporarily raise or lower crop growth there. Earthquakes and blizzards are independent, far rarer (~once per 100k ticks), instant, and area-limited within a biome — earthquakes destroy structures, blizzards wipe standing crops (which regrow naturally afterward). Sandstorms are the one GOOD disaster — checked every 200k ticks with a low chance of firing, they replenish 10%-80% of Desert sand deposits, partially resetting the otherwise one-way depletion that natural sand never recovers from on its own.
19. Crop Biomass & Biome Density
Desert (Pop / Wealth)0 · 0.0e
Steppe (Pop / Wealth)0 · 0.0e
Lowland (Pop / Wealth)0 · 0.0e
Inter-Biome Wealth Disparity—
Crops (Sugar/Potato/Lett/Rice)0·0·0·0
Greenhouse Yield Enclosures (count)0
Greenhouse Tiers (T1 / T2 / T3 year-round)0 / 0 / 0
20. Shelter & Civil Architecture
Housing Stock (Units/Floors/Peak)0 / 0 / 0
Tenancy Slots (Capacity/Used)0 / 0
Housing Cap Utilization (of 2× population ceiling)0%
Structural Occupancy Rate0%
Shelter Allocation Status0 / 0 / 0
Housing Demand (roofless % · full-bldg rejections · mean occ EMA)0% · 0 · 0
Floors Decayed (unpaid upkeep)0
Mean Individual Energy / Cap0 / 0
21. Leaderboard — Top 10 & Bottom 5 (net worth)
Net worth = coins + gold + every held good, each priced at the current discovered market rate, plus an approximate land value (landCells × mean owned-land price — not that agent's exact tile quality). Charm/tractor use a rough replacement-cost estimate since neither has ever actually been listed for sale.
22. Demographics & Gini Profiles
Alive Population Size0
Vitals (Births / Deaths)0 / 0
Reproduction Success Rate—
Repro Logistics (Att/Succ/Fail)0 / 0 / 0
Prudence Vector / Gen AgeP: 0.00 · A: 0 / 0
Land Ownership / Displaced Ratio0% / 0%
Land Scarcity / Price MultiplierSc: 0% · ×1.00
Land Sales, Agent-to-Agent (count · coin vol)0 · 0.00
Land Sold by Government at 75% Discount (count · coin vol)0 · 0.00
Systemic Wealth Gini0.00
Systemic Asset Gini (Land / Food)0.00 / 0.00
Funds — indexed to 100 at inception
Rebalances / Fees Charged0 / 0
Live Fund — Fill Rate (filled ÷ intended)—
Live Fund — Seed / Minted / Tax Paid—
Total Commodity Index (buy & hold)—
Equal-Weight Index (rebalanced 2k)—
Managed minus Buy & Hold—
Broad
Managed
Momentum
Agricultural
Frontier Opps
Bullion
Special Sits.
Real Assets
Deep Value
23. Behavioral Genetics Census
Wildcard Mutations (outlier births)0
Domestic / Industry Traits0.00 / 0.00
Construction Mastery Drive0.00
Territorial Land Expansion Bias0.00
Rent Extraction Predation Strategy0.00
Altruistic Gift Provision Potential0.00
Reciprocity Vector Tracking0.00
Grudge Retaliation / Hoard Focus0.00 / 0.00
Food Preservation / Financial Care0.00 / 0.00
Vision / Greed Traits0.00 / 0.00
Thrift / Wander Settings0.00 / 0.00
PriceBold / Attachment Multipliers0.00 / 0.00
Price-Bold vs Price-Dumb (neutral = 49.3%)—
24. Historical System Chronicles
Observing macroeconomic stabilization parameters…