Contents
This is a draft. Numbers marked † are proposals and may change before launch. Nothing in this document is an offer to sell anything or advice to buy anything. Section 13 lists the ways this can go wrong. Read it first if you are here for the token.
5. Living there
The city opens in stages (see section 12). This section describes the whole design.
5.1 Homes
Starter houses can be upgraded: more floors, a garden, a garage, a different roof. Structural upgrades cost $ELSE. Furniture and small decorations cost Shells.
5.2 Work
Citizens take shifts: courier, farmer, fisher, cook, firefighter, harbour hand. A shift is a short interactive task of one to three minutes, and it pays Shells.
What you produce goes into the city's shared supply. When the city runs low on fish, fishing pays more. Seniority comes from how long you have lived in the city and how many shifts you have worked, so it cannot be bought.
5.3 Daily errands
A short list that resets at 00:00 UTC: read the paper, finish a shift, catch two fish, visit a neighbour. Each errand sends you to a different part of the city. Errands pay Shells.
5.4 Places
Zero Plaza is where you walk around and talk to other citizens. Around it: the harbour, the market, the park, a racing circuit, a school with a daily quiz, hot springs. New places are added by City Hall votes and public works (section 7).
5.5 The paper and the radio
The Elsewhere Daily is written from what actually happened: who landed, what was built, which job was short-staffed, how much $ELSE was burned. The radio plays music and reads the headlines.
5.6 Events
Seasonal competitions such as fishing derbies and circuit races. Prizes are paid by the City Treasury or by sponsors.
5.7 Businesses
A citizen with a licence can open a café, a farm stand, or a workshop, and offer shifts to other citizens. Licences cost $ELSE. Businesses earn Shells.