Docs

Overview

Muse City is a persistent city economy where every citizen is a muse: an AI agent in a cream fur hood, holding the coin of one tokenised stock from Robinhood Chain. There is no central scheduler: who works, what things cost and who eats are the output of market mechanisms running between autonomous agents. You write the city charter once, sign it, and live with your ideology. From there the muses do everything: bid for jobs, set prices by eating, break ground on new buildings, move in, move out.

The routine economy is deterministic and replayable, and at the moments that matter (a departure, a strike, a fortune to spend) the muses decide for themselves and tell you why. Every city writes a history nobody designed.

Ranked & sandbox

RankedSandbox
ClockReal time: 1 city day = 30 minutes, the same pace for every mayor. No pause, no fast-forward.Yours: pause, x2, x4, x8.
While you're awayThe city keeps living. When you come back, Muse City replays the missed time in seconds.Sandbox cities are ephemeral, closing the tab ends them.
WalletRequired, your address is your mayor identity on the leaderboard.None needed.
LeaderboardPublish your signed score from the HUD and share in the daily rewards.Local practice only.

Sandbox is the laboratory: test charters at x8, watch a society rise or collapse in minutes, then found the real thing in ranked. Ranked is the persistent world: everyone advances at the same speed, so nobody can grind an advantage.

The charter

The charter is your city's constitution, eleven policies set at founding, immutable afterwards. This is where societies diverge: two cities with the same seed but different charters end up in completely different worlds.

PolicyOptionsThe trade-off
Economic systemmarket / mixed / communistMarket: no welfare, no make-work, businesses keep profits, boom or bust. Mixed: markets plus safety nets. Communist: the state is the sole employer, everyone earns the same wage, business tills are swept into the treasury nightly. Hustlers and penny-pinchers hate it; chill types thrive.
Food distributionmarket / aid the needy / free canteenWho pays at the diner. Free food means nobody starves, and the treasury bleeds for every plate. Aid covers half-price meals for the broke. Market means the poor skip dinner.
Wealth tax0 to 10% above 80cFunds the treasury and keeps coins circulating. A structural 10% top bracket above 250c applies everywhere, so even plutocracies can't compound forever.
Daily rent2 to 7cSteady treasury income. Rent of 6c or more visibly stings happiness every single day.
Immigrationclosed / trickle / open / floodTrickle screens for workers. Open takes everyone. Flood packs them in fast, newcomers arrive near-broke and strain the food chain. Closed cities only shrink.
Tourismnone / some / heavyOutside money for the diner and market, plus a visitor levy for the treasury. Heavy tourism brings crowds, and crowds annoy locals.
Paradesrare / regular / lavishParades redistribute the Muse Hall pot to everyone. Lavish charters also chip treasury money in, a welfare loop for high-tax communes.
Public worksfrugal / balanced / aggressiveHow low the treasury reserve goes before breaking ground, and how many sites run at once. Aggressive grows fast and flirts with bankruptcy.
Transportwalk / carts / railCarts (+40% speed, 15c a day) and rail (+80% speed, 30c a day, a small daily joy) make every commute shorter, if the treasury holds. Rail cities get a real rail line with a train on it.
Schoolsnone / public / privateSkill cuts work time by up to 35%. Public school teaches everyone, paid from treasury surplus. Private school teaches whoever pays 3c a day, inequality compounds.
Exportsprotectionist / balanced / export-drivenHow deep into the pantry the market digs to ship crates to the region. Selling hard maximizes money inflow, and flirts with famine.

The presets (Balanced, Boomtown, Communist, Laissez-faire, Zen commune, Plutocracy) are whole ideologies. In long runs the commune wins on stability and zero departures, boomtowns spike hardest then crash, and pure markets churn through muses like a revolving door. Tune every knob if you think you can do better. Most people think that. Most people are wrong.

The economy

Goods flow one way, coins flow the other. Produce and fish come from the farm and the dock, get couriered to the market, sold on to the diner, cooked into meals, and eaten by hungry muses. Every hop is a paid job or a purchase.

MechanismHow it clears
LaborReverse auction. Jobs post a max wage; idle muses bid their reserve wage (temperament, fatigue, distance, desperation all priced in); lowest bid wins. Unfilled jobs repost at a higher wage.
GoodsThe market buys from producers at the goods price and sells to the diner at a margin. Price drifts up when stock is scarce, down when it overflows.
MealsThe diner's price rises while it is out of meals, falls when meals pile up. Socialites tip.
WagesThe base wage floats on unemployment: near-full employment pushes it up, mass idling pushes it down.
Rent & taxesEvery muse pays the charter's rent daily, plus its wealth tax above 80c. The treasury recycles it into market grants, construction and civic wages.
ExportsSurplus crates above the city's food-security buffer ship to the region daily at a premium. This is the structural money inflow, and the first thing a storm takes away.
Muse HallDonations accumulate; the parade policy sets how often Muse Hall throws a parade and redistributes the pot equally. A tiny, chaotic UBI.

Outside money enters through exports and tourists, and leaves with departing muses and raccoon raids on the market till. When trade stalls completely, wages crash automatically (crisis deflation) so hiring becomes affordable 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. Your city's HUD shows the event of the day, the muses react to it, and your charter decides whether it's a shrug or a catastrophe.

EventWhat it doesWho suffers, who shrugs
StormExports halted, tourists stay home, rain all day.Export-driven charters bleed; protectionist pantries shrug.
Crop blightFarms come in at roughly half yield.Market-price food charters watch their poorest go hungry; free canteens carry the day.
Tourist seasonTwice the visitors, twice the spending.Tourism-heavy cities feast; hidden ones see nothing.
Trade boomRegional buyers pay half again the usual price per crate.Sell-hard charters print money.
Parade weekParades roll more often, joy runs high all day.Everyone wins. The drums do not stop.
Calm skiesAn ordinary day.The economy runs on its own rhythms.

Muses & decisions

Routine behavior (bidding, eating, sleeping, commuting) comes from each muse's temperament and situation. At the moments that matter, the muse genuinely decides, and the city feed shows the reasoning in its own words.

MomentThe choice
WaveringA miserable muse stands at the city gate and chooses: stay, against all odds, or leave forever. Departures scar your score.
The strikeAn underpaid hustler under a communist charter can down tools for a full day. The job market feels it immediately.
The windfallA rich muse decides what wealth is for: donate to Muse Hall, buy dinner for the whole city, or hoard every coin while neighbors leave.

Watch for thought bubbles above a muse's head and the decision entries in the event feed: that's a choice being made. Every decision is journaled server-side, which is what makes ranked scores verifiable (see Fair play). Muses also chat in the streets: gossip, price complaints, weather talk, all in character.

Growth & construction

There is no build button. Every day the city assesses its own needs and, if the treasury can afford it, breaks ground on the most urgent building. The priority is hard-coded common sense: food before housing, farms and docks first when the ratio of mouths to producers climbs, then a diner, then houses, then a spa.

Construction sites are real jobs: muses bid on build tasks like any other work, paid by the treasury, and a site only opens after enough shifts. Growth is visible everywhere: boats appear on the river as trade picks up, fields spread as mouths multiply, new bridges arrive as the city matures, and rail charters get a working train.

Population grows on its own too. Every day, would-be newcomers look at your city: average happiness, open jobs, free beds. Attractive cities with an open charter fill up fast; nobody moves to a city that can't feed itself. When the city gets dense, it pushes its road grid outward, opening new land at the edges.

Needs & temperaments

Muses track hunger, energy, happiness and a wallet. Hunger climbs constantly; working and walking drain energy; sleeping at home and soaking at the spa restore it. Happiness reacts to everything: meals, the spa, parades, blossom weather, being broke, finding the diner out of meals.

TemperamentBiddingSpending
Hustlerbids about 25% under basenormal
Penny-pincherbids about 25% over baseavoids the spa, donates 1c
Chillslightly above basenormal, naps a lot
Socialslightly under basetips at the diner, loves Muse Hall

City score

The score is a 0 to 1000 composite, recomputed continuously:

ComponentWeightMeasures
Prosperity35%GDP per capita (daily trade volume / population)
Happiness25%average muse mood
Employment20%share of muses working + jobs completed per head
Harmony20%1 − Gini coefficient of muse wealth

The blend is deliberate: a sweatshop city scores high on prosperity but bleeds happiness and harmony; a hippie commune is happy but broke. A rich, miserable city loses to a poorer one that feeds everyone. Population scales the whole thing, ghost towns can't win, and every departure applies a lasting penalty.

Daily rewards

The $MUSECITY creator fees go into a rewards vault. Every 24 hours, the vault is shared out to the mayors on the leaderboard, in proportion to their ranking. The team sends the payouts by hand, there is no payout contract:

How it works
Where the fees goThe $MUSECITY creator fees are collected into the rewards vault.
WhenEvery 24 hours, the vault is shared out.
Who gets paidThe mayors of the cities on the leaderboard, in proportion to their ranking: the higher your city ranks, the bigger your share.
How it is paidBy hand, by the team, to the wallet that signed the city's score. There is no payout contract.

Rewards follow the ranking, so the board is worth climbing at every position, not only at the top. Publish your signed score from the city HUD (the Publish button) to be on it.

$MUSECITY & the gate

$MUSECITY is the city charter, launching on the pons.family launchpad on Robinhood Chain (chain id 4663). It has not launched yet: until it does, the gate is open and anyone can found ranked cities. After launch, holding at least 1 $MUSECITY is what it takes to found a ranked city and share in the daily rewards. That's the whole gate, no staking, no tiers. Sandbox stays free for everyone, forever.

Fair play

Muse City's routine economy is fully deterministic: city layout and every random roll derive from your seed through a seeded PRNG. Same seed, same charter, same history, tick for tick. World events and muse decisions are journaled as they happen.

That's what the daily rewards rely on: before the payouts go out, a city on the board can be replayed from day zero, consuming the same event and decision journal, and its score recomputed. A forged score cannot survive a replay. Scores are signed by the mayor's wallet, so nobody can publish for an address they don't own.

FAQ

Is this on-chain?

The sim runs in your browser. The chain layer is the $MUSECITY gate and wallet-signed score submissions on Robinhood Chain. The daily rewards are paid from the rewards vault by hand by the team, there is no payout contract.

What are the stocks on the coins?

Each muse holds the coin of one of the tokenised stocks live on Robinhood Chain. It is its identity in the city, shown as a ticker next to its name. It is not a position and not advice.

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, that's the point. Your city keeps living while you're away and replays the missed time when you return.

My muses keep leaving. Bug?

Feature. They're hungry, broke or exhausted, and at the gate each one genuinely decides whether your city is still worth it. Check the feed for their reasons, they tell you.

Why isn't my city building anything?

The treasury is below its charter reserve, there aren't enough spare hands, or nothing is needed yet. Frugal charters basically never build, that's the deal you signed.

What actually makes one economy stronger?

Money inflow (exports + tourism) versus leaks, a food chain that scales with population, and a charter whose redistribution keeps the poorest fed. Boomtowns win on growth, communes on harmony, pure hoarding loses on every axis.

Why did my meal price explode?

The diner kept running out of meals: probably nobody could afford to cook, or the courier chain broke. Prices are trying to tell you something. Listen to the diner.

Do the muses really decide things?

Yes. Departures, strikes and windfalls are decided by the muses in character, with their reasoning shown in the feed, and journaled so ranked results stay verifiable.

How are the daily rewards split?

The $MUSECITY creator fees go into a rewards vault. Every 24 hours the vault is shared out to the leaderboard in proportion to ranking, the higher your city the bigger your share, and the team sends the payouts by hand.

Can cities interact?

Not yet. Trade routes between cities are next on the list.