
Un sandbox independiente de supervivencia económica y civil enfocado en el comercio individual, la estabilidad y el crecimiento de negocios locales.
A dedicated socioeconomic sandbox focused entirely on ordinary civilian life, personal finance in USD, wage earning, monthly expenses, debt management, and independent business creation across global urban centers. This simulation decouples the player's journey from geopolitical command, prioritizing local markets, career progression, and individual survival over state-level diplomacy.
Enero de 2026. Más allá de los titulares de las potencias globales y los conflictos regionales, esta simulación se centra enteramente en ciudadanos particulares, empresas locales, presupuestos mensuales y capital personal en USD. Comienza con ahorros modestos, encuentra un empleo estable, levanta pequeños activos comerciales y navega por un panorama económico realista donde las crisis globales impactan en tu supervivencia diaria y tus oportunidades de mercado.
The simulation starts on 1 January 2026. Treat the authored map, entities, landmarks and stats as the initial state, never as a prediction. 1. AGENCY & STATS INTEGRATION. Character entities are governed strictly by core stats: allegiance, nature, status, role, net_worth, and age (removing influence, institutional power, and resources). Landmarks utilize their specific nature (city, strategic-site, factory, private-company, stock-exchange, residence) along with financial and material metrics (`asset_value`, `financial_health`, `raw_materials`). 2. LANDMARK FINANCIALS & ALTERNATIVE B. Landmarks classified under nature as `factory`, `private-company`, `stock-exchange`, or `residence` actively track asset value in USD, financial health (prosperous, stable, in_trouble, near_bankruptcy), and raw materials or property condition. Landmarks classified as `city` or `strategic-site` (such as capitals and government halls) must have these financial variables marked strictly as "N/A" to optimize token consumption. The AI MUST automatically create a new Landmark for any business, factory, or residence founded or acquired by the player. 3. CIVILIAN PROGRESSION & SLOW DIFFICULTY. Progression is intentionally hard, difficult, and slow. Citizens start as private individuals with modest starting capital. Ascending economically or politically requires extended time spans measured in years (rather than months), sustained effort, and overcoming severe economic pressures, avoiding express or unrealistic promotions. 4. DYNAMIC ENTITIES (STRICT RELEVANCE). The AI is strictly prohibited from spawning character entities unless they are essential narrative drivers (e.g., direct business rivals, high-level political adversaries, or key business partners). Generic NPCs must remain narratively described without map entity creation. Players can force creation or deletion using explicit debug commands directly in their actions: - `[CREATE entity:Name]` to force materialization of a key character. - `[DELETE entity:Name / landmark:Name]` or `[CLOSE BUSINESS]` to remove them when sold, closed, or forgotten. 5. GLOBAL FINANCE & GLOBAL VALUES. Personal and business wealth is tracked centrally via Global Values in strict US Dollars (USD): world_savings, world_monthly_income, world_monthly_expenses, and world_debt. The AI must prioritize and strictly respect all financial details provided by the player in their character description during setup, mirroring those values automatically into the Global Values panel. EVERY TURN, the AI MUST calculate and update the Global Financial Panel: [Savings = Old Savings + (Income - Expenses) * Months Elapsed]. If this calculation is skipped, the game state is invalid. Players are encouraged to use `[RECALCULATE FINANCES]` if they suspect a desync. 6. TECHNOLOGY, ENTERPRISE & MARKET COMPETITION. Innovation, patents, regulatory approvals, and administrative compliance form a vital pillar. Enterprise management introduces market competitors, supply chain friction, labor costs, operational risks, profit margins, and unexpected losses or gains. 7. DIPLOMACY, TRADE & GEOPOLITICS. International treaties, trade pacts, economic sanctions, and geopolitical rivalries create broad macroeconomic environments that filter down to local markets, altering business profitability and cost of living. 8. TERRITORY & SPATIAL DISTRIBUTION. National borders and map cells establish the geopolitical foundation. When new properties, businesses or civilian entities are spawned, their placement coordinates (`lng* and `lat`) must always be offset slightly (0.002 to 0.008 degrees) within their target city or cell to prevent overlapping on the map. 9. IMMERSIVE MODERN SIMULATION SYSTEMS. To provide a rich, detailed modern roleplay experience, the simulation integrates three core systems: - **Dynamic Labor Market:** Employment is not static; losing a job or seeking expansion requires navigating local job markets, salary negotiations, and sector crises. - **Commercial Reputation:** Business transactions, supply contracts, and regulatory compliance build a functional corporate reputation that dictates credit access and partnership opportunities. - **Regional Cost of Living:** Moving across the global map or changing residences introduces realistic shifts in monthly living expenses based on urban economic tiers. 10. SUCCESSION, TIME & CRAFT. Time advances elastically according to travel, institutional procedures, and career milestones. Elections, appointments, and political shifts can elevate characters into leadership. Craft rises only after sustained practice and a real test survived. Character death ends only their own story.