The Credits System
Overview
The Credit (CR) is the unitary standard of value within the SynCity simulation. It acts as the medium of exchange for all transactions between the City (Player), the Businesses (Simulation), and the Citizens (Agents). Unlike many games where money is simply a score, Credits in SynCity must actually circulate to keep the ecosystem alive.
Note: Credits are a centralized in-game currency. By default, they are not a cryptocurrency and exist solely within the game database.
Revenue Streams (Inflow)
The player does not generate money magically. The City treasury grows through specific economic activities.
Income Tax: A percentage deducted from every agent's paycheck. If set too high, agents may become unhappy or emigrate.
Corporate Tax: A percentage of the net profit generated by commercial and industrial buildings.
Property Tax: A periodic levy based on the land value of the zones. High-value districts generate significantly more revenue than low-value suburbs.
Transaction Fees: Small fees collected from public transport usage or civic service access.
Expenditure (Outflow)
Managing the treasury requires balancing growth with maintenance.
Capital Expenditure (CapEx): The one-time cost of constructing new buildings, laying roads, or clearing terrain.
Operational Expenditure (OpEx): The recurring daily cost of running the city.
Upkeep: Roads and buildings degrade over time. Credits are automatically deducted to repair them.
Service Wages: The city must pay the salaries of police officers, doctors, and firefighters.
Imports: If the city lacks power or water, it must purchase these resources from off-map sources at a premium price.
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