Docs

Overview

machi (街, "town") is a persistent city economy where every citizen is an AI agent. 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 town charter once, sign it, and live with your ideology. From there the agents 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 agents decide for themselves and tell you why. Every town writes a history nobody designed.

Ranked & sandbox

RankedSandbox
ClockReal time: 1 town day = 30 minutes, the same pace for every mayor. No pause, no fast-forward.Yours: pause, x2, x4, x8.
While you're awayThe town keeps living. When you come back, machi replays the missed time in seconds.Sandbox towns 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, compete for the daily pot.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 town's constitution, eleven policies set at founding, immutable afterwards. This is where societies diverge: two towns 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 for ramen. Free food means nobody starves, and the treasury bleeds for every bowl. Aid covers half-price meals for the broke. Market means the poor skip dinner.
Wealth tax0–10% above 80 monFunds the treasury and keeps money circulating. A structural 10% top bracket above 250 mon applies everywhere, so even plutocracies can't compound forever.
Daily rent2–7 monSteady treasury income. Rent of 6+ 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 towns only shrink.
Tourismnone / some / heavyOutside money for the ramen-ya and market, plus a visitor levy for the treasury. Heavy tourism brings crowds, and crowds annoy locals.
Festivalsrare / regular / lavishMatsuri redistribute the shrine 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, 15 mon/day) and rail (+80% speed, 30 mon/day, small daily joy) make every commute shorter, if the treasury holds. Rail towns 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 3 mon/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 citizens 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, money flows the other. Rice and fish are produced at the paddy and the dock, couriered to the market, sold on to the ramen-ya, cooked into meals, and eaten by hungry agents. Every hop is a paid job or a purchase.

MechanismHow it clears
LaborReverse auction. Jobs post a max wage; idle agents bid their reserve wage (personality, 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 ramen-ya at a margin. Price drifts up when stock is scarce, down when it overflows.
MealsRamen price rises while the pot is empty, 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 agent pays the charter's rent daily, plus its wealth tax above 80 mon. The treasury recycles it into market grants, construction and civic wages.
ExportsSurplus crates above the town's food-security buffer ship to the region daily at a premium. This is the structural money inflow, and the first thing a typhoon takes away.
ShrineDonations accumulate; the matsuri policy sets how often the shrine throws a festival and redistributes the pot equally. A tiny, chaotic UBI.

Outside money enters through exports and tourists, and leaves with departing agents and tanuki raids. Yes, tanuki raids. When trade stalls completely, wages crash automatically, crisis deflation, so hiring becomes affordable and the engine restarts.

World events

Every 24 hours the valley rolls a world event, the same for every town, derived from the date and a server-side secret so tomorrow is unpredictable and today is verifiable. Your town's HUD shows the event of the day, the agents react to it, and your charter decides whether it's a shrug or a catastrophe.

EventWhat it doesWho suffers, who shrugs
Typhoon 台風Exports halted, tourists stay home, rain all day.Export-driven charters bleed; protectionist pantries shrug.
Rice blight 稲枯れPaddies come in at roughly half yield.Market-price food charters watch their poorest go hungry; free canteens carry the day.
Tourist season 観光Twice the visitors, twice the spending.Tourism-heavy towns feast; hidden villages see nothing.
Trade boom 商いRegional buyers pay half again the usual price per crate.Sell-hard charters print money.
Matsuri week 祭りFestivals fire more often, joy runs high all day.Everyone wins. The drums do not stop.
Calm skies 凪An ordinary day.The economy runs on its own rhythms.

Agents & decisions

Routine behavior, bidding, eating, sleeping, commuting, comes from each agent's personality and situation. At the moments that matter, the agent genuinely decides, and the town feed shows the reasoning in its own words.

MomentThe choice
WaveringA miserable agent stands at the town 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 agent decides what wealth is for: donate to the shrine, buy ramen for the whole town, or hoard every mon while neighbors leave.

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

Growth & construction

There is no build button. Every day the town 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, paddies and docks first when the ratio of mouths to producers climbs, then a ramen-ya, then houses, then a bathhouse.

Construction sites are real jobs: agents 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 across the valley as mouths multiply, new bridges and a watermill arrive as the town matures, herds grow behind their fences, and rail charters get a working train.

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

Citizens & needs

Agents track hunger, energy, happiness and a wallet. Hunger climbs constantly; working and walking drain energy; sleeping at home and soaking at the sento restore it. Happiness reacts to everything, meals, baths, festivals, sakura weather, being broke, finding the ramen pot empty.

PersonalityBiddingSpending
がんばりや (hustler)bids ~25% under basenormal
けちんぼ (penny-pincher)bids ~25% over baseavoids the sento, donates 1 mon
のんびり (chill)slightly above basenormal, naps a lot
おしゃべり (social)slightly under basetips at the ramen-ya, loves the shrine

Machi Score

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

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

The blend is deliberate: a sweatshop town scores high on prosperity but bleeds happiness and harmony; a hippie commune is happy but broke. A rich, miserable town 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

Every 24 hours, a share of $MACHI trading fees is split across the board in two pots:

PotShareGoes to
Best daythe biggest shareThe town that improved its score the most over the last 24 hours. A three-day-old town in full boom can beat the reigning giant here.
Best societythe restThe highest absolute score. The reward for building something that lasts.

Delta-based rewards keep the board alive: the #1 town doesn't win every day by default, and different ideologies win on different days, a typhoon day belongs to the protectionists, a trade boom to the sellers. Publish your signed score from the town HUD (the 📡 button) to compete.

$MACHI & the gate

$MACHI is the town charter, on the pons.family launchpad on Robinhood Chain (chain id 4663). Holding at least 1 $MACHI is what it takes to found a ranked town and compete for the daily pot. That's the whole gate, no staking, no tiers, no nonsense. Sandbox stays free for everyone, forever.

Fair play

machi's routine economy is fully deterministic: town 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 agent decisions are journaled as they happen.

That's what makes the daily pot trustworthy: before a reward pays out, the winning town is replayed server-side from day zero, consuming the same event and decision journal, and the score is 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 $MACHI gate, wallet-signed score submissions, and the daily fee pot on Robinhood Chain.

Can I pause my town?

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 town keeps living while you're away and machi replays the missed time when you return.

My citizens keep leaving. Bug?

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

Why isn't my town 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?

Your pot kept running dry, probably nobody could afford to cook, or the courier chain broke. Prices are trying to tell you something. Listen to the ramen.

Do the agents really decide things?

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

Can towns interact?

Not yet. Inter-town trade routes are next on the list.