# Welcome to Cash City

The Trading Floor is open. Build your empire.

Cash City is a Solana-based Trading Firm simulator where you run your own Firms, hire Interns, and compete for a share of daily $CASH emissions. Every decision — which Interns to seat, when to upgrade, how aggressively to hire — affects your cut of the pie.

<figure><img src="/files/9Ph0qarZQ8zTZMHYZK9Y" alt=""><figcaption></figcaption></figure>

This documentation covers everything you need to know: how the game works, the math behind the economy, and how to make the most of your time on the trading floor.

{% hint style="info" %}
Cash City is invite-only. You need an access code to play. Every player in the game can generate invite codes — find one on [X (Twitter)](https://x.com/cashcitydotfun) or ask someone already inside.
{% endhint %}

***

### Quick Links

| Section                                            | What You'll Learn                                  |
| -------------------------------------------------- | -------------------------------------------------- |
| [What is Cash City?](/game-overview/game-overview) | The core loop and how the game works               |
| [Firms](/game-overview/firms)                      | Buying, upgrading, and managing your Firms         |
| [Interns](/game-overview/interns)                  | Rarity tiers, Efficiency, and gacha pack mechanics |
| [$CASH Token](/tokenomics/tokenomics)              | The in-game token and how it works                 |
| [The Earning Formula](/economy/economy)            | How your share of emissions is calculated          |
| [Referral Program](/economy/referrals)             | Invite codes and multi-tier Referral rewards       |

***

### Built by Longwood Labs

Cash City is developed by [Longwood Labs](https://longwoodlabs.com), the team behind DeFi Dungeons and The Heist.

**Links**\
[Website](https://cashcity.fun) · [X (Twitter)](https://x.com/cashcitydotfun) ·&#x20;


# What is Cash City?

Run Firms. Hire Interns. Earn $CASH. Compete.

<figure><img src="/files/4AGfv1tlkYBRVqWJ0HlK" alt=""><figcaption></figcaption></figure>

Cash City is a competitive Trading Firm simulator built on Solana. You play as a CEO running up to 15 Firms, hiring Interns to work the Trading Floor, and earning a proportional share of the network's daily $CASH token emissions.

The more efficient your operation, the bigger your slice.

***

## The Core Loop

The game follows a simple but deep cycle:

**Buy a Firm** → **Open Intern Packs** → **Seat Interns at Desks** → **Earn $CASH** → **Claim** → **Repeat**

1. You purchase a firm for **1 SOL**, which gives you 8 desk slots and 1 free Intern Pack.
2. You open Intern Packs (200 $CASH each) to pull Interns of varying rarity and Efficiency.
3. You place Interns at desks on your Trading Floor to start generating $CASH.
4. Every 15-minute epoch, the network distributes $CASH proportionally based on your Efficiency share.
5. You claim your accumulated $CASH and improve your operation by searching for rarer Interns, and upgrading your Firm level.

The competitive element is central. Your earnings aren't fixed — they're relative to every other player in the network. If you stop investing and the network grows around you, your share shrinks. If you upgrade while others hold, your share grows.

***

## Key Concepts

| Concept         | Summary                                                       |
| --------------- | ------------------------------------------------------------- |
| **Firms**       | Your business. Buy for 1 SOL, upgrade for more desk slots.    |
| **Interns**     | Your workforce. Pulled from gacha packs. Rarity = Efficiency. |
| **Advisors**    | Global boosters. Percentage buff across all your Interns.     |
| **Consumables** | Temporary 24h boosts applied to individual Interns.           |
| **$CASH**       | The in-game token. Earned through emissions, spent on packs.  |
| **Efficiency**  | The stat that determines your share of emissions.             |
| **Epochs**      | 15-minute distribution cycles for $CASH emissions.            |


# Getting Started

From invite code to your first Firm in under 5 minutes.

Cash City is **invite-only**. Here's how to get in and start earning.

***

## Step 1: Get an Invite Code

Every player in Cash City can generate unlimited invite codes. You can find codes through:

* Players sharing on [X (Twitter)](https://x.com/CashCityGame)
* Direct invites from friends already in the game
* Community channels

There is no other way in. No public signup, no waitlist bypass.

## Step 2: Connect Your Wallet

You'll need a Solana wallet with at least **1 SOL** to buy your first Firm. Cash City supports Phantom and other major Solana wallets.

Enter your invite code, connect your wallet, and you're on the Trading Floor.

## Step 3: Buy Your First Firm

Your first Firm costs **1 SOL**. This gives you:

* **8 desk slots** for seating Interns
* **1 Advisor slot**
* **1 free Intern Pack** to get you started

Once purchased, your Firm is live and ready to start earning $CASH.

## Step 4: Open Packs & Seat Interns

Your free Intern Pack gives you one Intern with a random rarity. Seat it at a desk on your Trading Floor, and it immediately starts earning $CASH.

To grow, you'll need to buy more Intern Packs with $CASH (200 $CASH per pack). The gacha system means every pull is a chance at a higher-rarity Intern with dramatically more Efficiency.

## Step 5: Earn & Spend

Every 15 minutes, the network distributes $CASH to all active players based on their share of total network Efficiency. Your Interns are earning around the clock.

Claim your $CASH and decide your strategy:

* Buy more Intern packs
* Upgrade your Firms
* Chase Advisors
* Purchase Consumables

***

## First Session Priorities

If you're just getting started, here's what matters most:

1. **Fill your desks.** Empty desks are wasted Efficiency. Buy packs and seat every Intern you pull, even commons.
2. **Don't upgrade immediately.** Your Level 1 firm has 8 desks. Fill them first before spending $CASH on a Level 2 upgrade (10 desks).
3. **Share your invite code.** Your Referral rewards start earning the moment someone uses your code. Put it everywhere.


# Firms

Your business empire starts here.

<figure><img src="/files/7FOTs6P1q1BaPBuxeqME" alt=""><figcaption></figcaption></figure>

Firms are the foundation of Cash City. Each firm starts with 8 desk slots for Interns. Buying a Firm is the only action in the game that costs SOL — everything else runs on $CASH.

## Buying a Firm

Each firm costs **1 SOL** and comes with:

* 8 desk slots (Level 1)
* 1 free Intern pack

You can own up to **15 Firms** per wallet. More Firms means more desks, more Interns, and a larger share of the network's emissions.

***

## Upgrading

Firms can be upgraded from Level 1 through Level 6. Each upgrade adds 2 additional desk slots, giving you more capacity to seat Interns, increase your Efficiency, and generate more $CASH. Upgrading your Firm has a 24-hour cooldown before you can upgrade again.

<table><thead><tr><th width="120">N/A</th><th width="150">Level</th><th width="150">Desk Slots</th><th width="150">Cooldown</th><th>Upgrade Cost</th></tr></thead><tbody><tr><td><p><img src="/files/jfL0r24TXthpTB0AzwwS" alt="" data-size="original"></p><p></p></td><td>1</td><td>8</td><td>N/A</td><td>1 SOL (buy)</td></tr><tr><td><p></p><p><img src="/files/Qnzk6cqkco7x9Zn5MpBS" alt="" data-size="original"></p></td><td>2</td><td>10</td><td>24 hours</td><td>500 $CASH</td></tr><tr><td><p></p><p><img src="/files/jHAJaaAfLpteY2Wn37l2" alt="" data-size="original"></p></td><td>3</td><td>12</td><td>24 hours</td><td>500 $CASH</td></tr><tr><td><p></p><p><img src="/files/0JZ2Y8kq6IUEwP0Ui4Mq" alt="" data-size="original"></p></td><td>4</td><td>14</td><td>24 hours</td><td>500 $CASH</td></tr><tr><td><p></p><p><img src="/files/FBvuydinuHcNzZq0smXW" alt="" data-size="original"></p></td><td>5</td><td>16</td><td>24 hours</td><td>500 $CASH</td></tr><tr><td><p></p><p><img src="/files/OElpzasTDAehy2FrBVWu" alt="" data-size="original"></p></td><td>6</td><td>18</td><td>24 hours</td><td>500 $CASH</td></tr></tbody></table>

Upgrading a firm from Level 1 to Level 6 costs **2,500 $CASH** total and unlocks **10 additional desks** (8 → 18).

All $CASH spent on upgrades is **burned on-chain**.

***

## Firm Level & Drop Rates

Your Firm's level affects more than just desk count. Higher-level Firms also improve your Intern pack drop rates — the probability of pulling rare, epic, legendary, and mythic Interns increases with each level. See [Interns](/game-overview/interns) for the full drop rate table.

This creates a meaningful upgrade incentive beyond raw capacity. A Level 6 Firm opening Intern Packs is statistically 3x more likely to land a Mythic Intern than a Level 1 Firm.

***

## Strategy Notes

**Buy or upgrade?** A new Level 1 Firm (1 SOL) gives you 8 fresh desks immediately. Upgrading an existing Firm from L1 to L2 costs 500 $CASH for 2 additional desks. Early on, buying new Firms is usually more desk-efficient. Upgrades become more attractive once you're approaching the 15-Firm cap and want to increase desk density and improve drop rates.

**When to upgrade:** Upgrade when your desks are full, and you have $CASH to spare. An empty desk earns nothing — don't upgrade for capacity you can't fill.


# Interns

Your interns are your earners. Rarity is everything.

Interns are the core earning asset in Cash City. They're acquired through gacha-style packs and seated at desks in your Firms. Each Intern has a rarity tier that determines its Efficiency, and your Efficiency determines your share of the network's $CASH emissions.

***

## Acquiring Interns

Interns are acquired from **Intern Packs**, which cost **200 $CASH** each. Every pack contains one Intern with a randomly determined rarity. Your firm's level affects the drop rates — higher-level Firms have better odds of pulling rare Interns.

Each Firm purchase also includes **1 free Intern Pack**.

***

## Rarity & Efficiency

Every Intern has a fixed Efficiency value based on its rarity. Higher-Efficiency Interns earn proportionally more $CASH.

<table><thead><tr><th width="120">Intern</th><th>Name</th><th>Rarity</th><th>Efficiency</th></tr></thead><tbody><tr><td><p></p><p><img src="/files/eBHAJK5dPSveTVYil9Dq" alt="" data-size="original"></p></td><td>Pelosi</td><td>Common</td><td>100</td></tr><tr><td><p></p><p><img src="/files/546W1ZPMuN9Yd71Pw8T4" alt="" data-size="original"></p></td><td>Gensler</td><td>Uncommon</td><td>300</td></tr><tr><td><p></p><p><img src="/files/cSpiMZLuUP1OvM76GKXQ" alt="" data-size="original"></p></td><td>CZ</td><td>Rare</td><td>500</td></tr><tr><td><p></p><p><img src="/files/h0Tu2YcsSYj2BF7xEKLP" alt="" data-size="original"></p></td><td>Finkelstein</td><td>Epic</td><td>2,000</td></tr><tr><td><p></p><p><img src="/files/kfGUupYGAP6dAb7xQipA" alt="" data-size="original"></p></td><td>Epstein</td><td>Legendary</td><td>6,000</td></tr><tr><td><p></p><p><img src="/files/zNx18NPTszqGH18yS85K" alt="" data-size="original"></p></td><td>Trump</td><td>Mythic</td><td>20,000</td></tr></tbody></table>

A **single Mythic Intern** produces the same efficiency as **200 Common Interns**. Rarity matters.

***

## Drop Rates by Firm Level

Your Firm's level directly impacts the probability of pulling higher-rarity Interns. Common drop rates decrease while rare+ rates improve as you upgrade.

| Intern      | Rarity    | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
| ----------- | --------- | ------- | ------- | ------- | ------- | ------- | ------- |
| Pelosi      | Common    | 45%     | 44%     | 43%     | 42%     | 41%     | 40%     |
| Gensler     | Uncommon  | 30%     | 29%     | 28%     | 27%     | 26%     | 25%     |
| CZ          | Rare      | 15%     | 16%     | 17%     | 18%     | 19%     | 20%     |
| Finkelstein | Epic      | 7%      | 7.5%    | 8%      | 8.5%    | 9%      | 9.5%    |
| Epstein     | Legendary | 2.5%    | 2.8%    | 3.1%    | 3.4%    | 3.7%    | 4%      |
| Trump       | Mythic    | 0.5%    | 0.7%    | 0.9%    | 1.1%    | 1.3%    | 1.5%    |

At Level 6, you have a **1.5% chance** of pulling Mythic Intern Trump — triple the Level 1 rate. Over many packs, this compounds significantly.

***

## Expected Value per Pack

At a Level 1 Firm, the average Efficiency per Intern Pack breaks down as follows:

| Intern      | Rarity    | Efficiency | Drop Rate | Contribution |
| ----------- | --------- | ---------- | --------- | ------------ |
| Pelosi      | Common    | 100        | 45%       | 45           |
| Gensler     | Uncommon  | 300        | 30%       | 90           |
| CZ          | Rare      | 500        | 15%       | 75           |
| Finkelstein | Epic      | 2,000      | 7%        | 140          |
| Epstein     | Legendary | 6,000      | 2.5%      | 150          |
| Trump       | Mythic    | 20,000     | 0.5%      | 100          |
| **Total**   |           |            | **100%**  | **600**      |

The expected Efficiency per pack from a Level 1 firm is **\~600**. This means on average, each pack adds 600 Efficiency to your total — though individual results will vary widely due to the high variance of rare pulls.

***

## Seating Interns

Interns only generate $CASH when **seated at a desk**. Unseated Interns sit in your inventory and contribute nothing to your earnings.

Each desk holds one Intern. To seat an Intern, assign it to an open desk slot in any of your firms. You can rearrange seating at any time — if you pull a higher-rarity Intern and your desks are full, swap out your lowest performer. Swapping Interns will cause you to lose the current Intern at the desk.

***

## Strategy Notes

{% hint style="info" %}
You can only store 32 epochs of emissions (8 hours) per Intern before they stop earning $CASH. You must claim your Interns at least once every 8 hours to keep them earning $CASH perpetually.
{% endhint %}

**Seat everything.** Even Common Interns (100 efficiency) contribute to your earnings. An empty desk is a waste. Fill all desks first, then optimise by replacing lower-rarity Interns as you pull better ones.

**Upgrade for better odds.** If you're opening a lot of packs, upgrading your Firm before pulling improves your expected return. The jump from 0.5% to 1.5% Mythic chance across many packs is substantial.

**Chase variance.** The value distribution is heavily top-weighted. A single Mythic pull (20,000 efficiency) is worth more than 33 Common pulls combined. The pack system rewards volume — the more you open, the more likely you are to hit a life-changing pull.


# Advisors

Global boosters that multiply your entire operation.

Advisors are powerful modifiers that apply a percentage Efficiency boost across your entire Intern workforce (all Interns in all Firms in your wallet). Unlike Interns, which have a fixed amount of Efficiency, Advisors multiply what you already have — making them exponentially more valuable the larger your operation.

***

## Acquiring Advisors

Advisors come from **Advisor Packs**, which cost **1,000 $CASH** each. Each pack contains one Advisor with a randomly determined rarity.

<table><thead><tr><th width="120">Advisor</th><th>Name</th><th>Rarity</th><th>Global Boost</th><th>Drop Rate</th></tr></thead><tbody><tr><td><p><img src="/files/L3xiI2gI0HoQ70zVDjiQ" alt="" data-size="original"></p><p></p></td><td>Belfort</td><td>Common</td><td>+2%</td><td>40%</td></tr><tr><td><p><img src="/files/H7wcfKkFaM5XCY2xuInC" alt="" data-size="original"></p><p></p></td><td>Vitalik</td><td>Uncommon</td><td>+3%</td><td>26%</td></tr><tr><td><p></p><p><img src="/files/BPCpRiP0d8kruXcAkNyl" alt="" data-size="original"></p></td><td>SBF</td><td>Rare</td><td>+5%</td><td>17%</td></tr><tr><td><p></p><p><img src="/files/JofO9fGOGedYsv7wvgIm" alt="" data-size="original"></p></td><td>Zuckerberg</td><td>Epic</td><td>+7%</td><td>10%</td></tr><tr><td><p></p><p><img src="/files/DtHGnspzd3WUrkcA9box" alt="" data-size="original"></p></td><td>Satoshi</td><td>Legendary</td><td>+10%</td><td>5%</td></tr><tr><td><p><img src="/files/v7aIsVxW3yU2IClC1tWf" alt="" data-size="original"></p><p></p></td><td>Stephen Hawking</td><td>Mythic</td><td>+15%</td><td>2%</td></tr></tbody></table>

The expected boost per pack is approximately **+3.93%**.

***

## How Advisor Boosts Work

An Advisor's boost applies to **all active interns across all of your firms**. This is a global multiplier, not a per-firm buff.

If you have 10,000 total efficiency across all your Interns and equip a Rare advisor (+5%), your effective Efficiency becomes **10,500**. That additional 500 efficiency earns $CASH just like having another seated Intern would.

Your Wallet only has **1 Advisor slot**. You can equip one Advisor per wallet, and their boost stacks with the rest of your operation.

***

## Scaling With Your Operation

Advisors become dramatically more valuable as your total Efficiency grows. The same +15% Mythic Advisor looks very different at different scales:

| Total Efficiency | Mythic Advisor (+15%) | Bonus Efficiency | Equivalent Interns |
| ---------------- | --------------------- | ---------------- | ------------------ |
| 10,000           | 11,500                | +1,500           | \~2.5 Rare interns |
| 100,000          | 115,000               | +15,000          | \~2.5 Legendary    |
| 540,000          | 621,000               | +81,000          | \~4 Mythic interns |

At max capacity (270 Epic interns at 2,000 each = 540,000 efficiency), a single Mythic advisor adds the equivalent of **four Mythic Interns** worth of Efficiency. This is by design — Advisors reward committed players who have built out their operations.

***

## Strategy Notes

**Advisors are late-game.** At 1,000 $CASH per pack, Advisor Packs are 5x the cost of Intern Packs. Early on, your $CASH is better spent filling desks with Interns. Advisors only become efficient once you have a meaningful Efficiency base to multiply.

**The whale mechanic.** Advisors are intentionally designed to reward scale. A player with 270 Interns gets 27x more absolute value from the same Advisor than a player with 10 Interns. If you're building aggressively, Advisors are where the compounding kicks in.


# Consumables

Temporary Efficiency boosts to your interns.

Consumables provide short-term Efficiency boosts to individual Interns.

***

## Consumables

Consumables are temporary boosts that last **24 hours** and can be applied to a single Intern. Each Intern can have a maximum of **1 Consumable active** at a time.

### Pack Cost: 25 $CASH

Each Consumable Pack contains one Consumable — either a **flat boost** (additive Efficiency) or a **multiplier boost** (percentage Efficiency). Both types share the same pack, giving you 12 possible outcomes.

### Flat Boosts

Flat boosts add a fixed amount of Efficiency to the Intern they're applied to.

<table><thead><tr><th width="130">Consumable</th><th>Name</th><th>Rarity</th><th>Boost</th><th>Drop Rate</th></tr></thead><tbody><tr><td><p><img src="/files/uQ6UWv2YOTbk8pIWhlTf" alt="" data-size="original"></p><p></p></td><td>Coffee</td><td>Common</td><td>+10</td><td>22.5%</td></tr><tr><td><p><img src="/files/q861XAVIVmw3Zjuc2Awf" alt="" data-size="original"></p><p></p></td><td>Eye Drops</td><td>Uncommon</td><td>+30</td><td>15%</td></tr><tr><td><p></p><p><img src="/files/sVEaZKQlriMVdKDbO0Ns" alt="" data-size="original"></p></td><td>Steak Dinner</td><td>Rare</td><td>+50</td><td>7.5%</td></tr><tr><td><p></p><p><img src="/files/DpLRIXvl3pe8W3ZNutS1" alt="" data-size="original"></p></td><td>Joint</td><td>Epic</td><td>+200</td><td>3.5%</td></tr><tr><td><p></p><p><img src="/files/lkk7ZDoZVlueEVbnTyZo" alt="" data-size="original"></p></td><td>Pills</td><td>Legendary</td><td>+600</td><td>1.25%</td></tr><tr><td><p><img src="/files/P2b75KmUgztsNeYskIHj" alt="" data-size="original"></p><p></p></td><td>Fortune Cookie</td><td>Mythic</td><td>+2,000</td><td>0.25%</td></tr></tbody></table>

### Multiplier Boosts

Multiplier boosts increase the Intern's Efficiency by a percentage of their base value.

<table><thead><tr><th width="130">Consumable</th><th>Name</th><th>Rarity</th><th>Boost</th><th>Drop Rate</th></tr></thead><tbody><tr><td><p></p><p><img src="/files/o0nPcZf2r6k5u4URye3V" alt="" data-size="original"></p></td><td>Protein Bar</td><td>Common</td><td>+1%</td><td>22.5%</td></tr><tr><td><p></p><p><img src="/files/oMSlrNOngD0U3lbsu0fB" alt="" data-size="original"></p></td><td>Energy Drink</td><td>Uncommon</td><td>+3%</td><td>15%</td></tr><tr><td><p></p><p><img src="/files/VjtTBXK3mRNHr8Dk05bf" alt="" data-size="original"></p></td><td>Cigarettes</td><td>Rare</td><td>+5%</td><td>7.5%</td></tr><tr><td><p></p><p><img src="/files/L4nnKpXudthvjEFLkSvx" alt="" data-size="original"></p></td><td>Adderall</td><td>Epic</td><td>+20%</td><td>3.5%</td></tr><tr><td><p><img src="/files/puGKMEv1qj86kiIVTZFw" alt="" data-size="original"></p><p></p></td><td>Insider Info</td><td>Legendary</td><td>+60%</td><td>1.25%</td></tr><tr><td><p></p><p><img src="/files/3UREBiS3JuS7xWRC90bX" alt="" data-size="original"></p></td><td>Cocaine</td><td>Mythic</td><td>+200%</td><td>0.25%</td></tr></tbody></table>

### How They Stack

Flat and multiplier boosts work differently depending on which Intern you apply them to:

* **Uncommon Intern (300)** + Rare flat boost (+50) = **350 Efficiency** for 24 hours
* **Epic Intern (2,000)** × Epic multiplier (1.2) = **2,400 Efficiency** for 24 hours

Multiplier boosts scale with the Intern's base Efficiency, making them significantly more valuable on higher-rarity Interns.

***

### Strategy Notes

Consumables are not always worth their 25 $CASH cost. Their value depends entirely on which Intern you apply them to:

* On a **Common Intern** (100 efficiency), the average consumable barely moves the needle — often negative expected value.
* On an **Epic Intern** (2,000 efficiency), you're roughly breaking even.
* On a **Legendary or Mythic Intern**, consumables are clearly profitable.

**Optimal play:** Save your best consumables for your highest-rarity Interns. A Mythic multiplier (+200%) on a Mythic intern (20,000) gives you 60,000 effective Efficiency from that single desk for 24 hours.


# Daily Crates

Free daily rewards.

Daily Crates give every player free rewards just for logging in.

***

## Daily Crates

Every player receives a **free Daily Crate** based on the highest-level Firm they own. Higher Firm levels unlock better crates with rarer rewards. Daily Crates have a 24-hour cooldown, which starts once you open your first Crate.

### Bronze Crate — Firm Level 1–2

{% columns %}
{% column width="50%" valign="middle" %}

<figure><img src="/files/8MwanBHaFgUf6cgYzrVl" alt=""><figcaption></figcaption></figure>
{% endcolumn %}

{% column width="50%" valign="middle" %}

| Reward            | Drop Rate |
| ----------------- | --------- |
| Common Consumable | 50%       |
| Epic Consumable   | 12.5%     |
| Common Intern     | 22.5%     |
| Uncommon Intern   | 15%       |
| {% endcolumn %}   |           |
| {% endcolumns %}  |           |

### Silver Crate — Firm Level 3–4

{% columns %}
{% column width="50%" valign="middle" %}

<figure><img src="/files/JJL6a8Hn7duig58WbQy3" alt=""><figcaption></figcaption></figure>

{% endcolumn %}

{% column width="50%" valign="middle" %}

| Reward               | Drop Rate |
| -------------------- | --------- |
| Uncommon Consumable  | 83%       |
| Legendary Consumable | 6%        |
| Rare Intern          | 7.5%      |
| Epic Intern          | 3.5%      |
| {% endcolumn %}      |           |
| {% endcolumns %}     |           |

### Gold Crate — Firm Level 5–6

{% columns %}
{% column width="50%" valign="middle" %}

<figure><img src="/files/JOT9QnxeeuUxi932ycj9" alt=""><figcaption></figcaption></figure>
{% endcolumn %}

{% column width="50%" valign="middle" %}

| Reward            | Drop Rate |
| ----------------- | --------- |
| Rare Consumable   | 96%       |
| Mythic Consumable | 2.5%      |
| Legendary Intern  | 1.25%     |
| Mythic Intern     | 0.25%     |
| {% endcolumn %}   |           |
| {% endcolumns %}  |           |

Daily crates serve as both a retention mechanic and an upgrade incentive. Getting your first Firm to Level 5+ unlocks Chest 3, which has a small but real chance of dropping a **Legendary or Mythic Intern** for free every single day.


# $CASH Token

The fuel that runs Cash City.

{% columns %}
{% column %}

<figure><img src="/files/GpZoKvVhxfvHj8GzTKFp" alt="" width="256"><figcaption></figcaption></figure>
{% endcolumn %}

{% column valign="middle" %}
$CASH is the native token of the Cash City ecosystem. It's earned through gameplay and spent on in-game actions. Every interaction in Cash City: buying Packs, upgrading Firms, applying Consumables, runs on $CASH.
{% endcolumn %}
{% endcolumns %}

***

## Token Overview

| Property            | Detail                   |
| ------------------- | ------------------------ |
| **Token Link**      | Added on launch          |
| **Blockchain**      | Solana                   |
| **Token Standard**  | Token-2022               |
| **Supply Model**    | Uncapped (mint-on-claim) |
| **Distribution**    | Earned through gameplay  |
| **Team Allocation** | None                     |
| **Presale / ICO**   | None                     |
| **All Sinks**       | Burned on-chain          |

***

## How $CASH Enters Circulation

Tokens are minted when players **claim** their accumulated emissions. Until a player claims, their earnings exist only as an accrued balance — they don't enter circulating supply. $CASH has pre-minted supply added to an LP.

This means the total supply grows as players claim, and shrinks as players spend (since all in-game purchases are burned). The circulating supply at any given time reflects the balance between claiming and burning.

***

## No Team Tokens, No Insiders

There is no team allocation, no investor tokens, and no presale. Every $CASH token in existence was earned by a player through the emission system or the initial LP.

This design means there is no unlock schedule, no vesting cliff, and no insider sell pressure.

***

## Token Utility

$CASH is used for all in-game economic activity:

| Action              | Cost        | Destination |
| ------------------- | ----------- | ----------- |
| Intern Pack         | 200 $CASH   | Burned      |
| Advisor Pack        | 1,000 $CASH | Burned      |
| Consumable Pack     | 25 $CASH    | Burned      |
| Firm Upgrade (each) | 500 $CASH   | Burned      |

Every token spent in-game is permanently removed from circulation. There is no recycling, no treasury accumulation from gameplay spending — it's all destroyed on-chain.

***

## Important Disclaimer

$CASH is a utility token designed for use within the Cash City game. It is not a security, investment contract, or financial instrument. It does not represent ownership, equity, governance rights, or profit-sharing rights in Longwood Labs or any affiliated entity.


# Emissions & Distribution

How $CASH enters the game — and how the network scales.

Cash City distributes $CASH to players through a continuous emission system. Tokens are distributed every 15 minutes (each period is called an **epoch**), and your share of each epoch's emissions is determined by your proportion of the network's total efficiency.

{% hint style="info" %}
You can only store 32 epochs of emissions (8 hours) per Intern before they stop earning $CASH. You must claim your Interns at least once every 8 hours to keep them earning $CASH perpetually.
{% endhint %}

***

## Emission Rate

The base daily emission rate is **10,000,000 $CASH** per day, distributed across **96 epochs** (one every 15 minutes).

| Metric          | Value            |
| --------------- | ---------------- |
| Daily Emissions | 10,000,000 $CASH |
| Epoch Duration  | 15 minutes       |
| Epochs per Day  | 96               |
| Per Epoch       | \~104,167 $CASH  |

***

## Dynamic Scaling

As the player base grows, the emission rate is scaled upward to prevent dilution. The target is approximately **1,000 $CASH per Intern per day** — meaning earnings per Intern remain roughly constant regardless of how many players are in the game.&#x20;

| Active Interns | Daily Emissions  | Per Intern (approx) |
| -------------- | ---------------- | ------------------- |
| 10,000         | 10,000,000 $CASH | \~1,000             |
| 15,000         | 15,000,000 $CASH | \~1,000             |
| 20,000         | 20,000,000 $CASH | \~1,000             |

Emission adjustments are made manually by the team as the network grows. This approach keeps per-firm yields stable and prevents the "early adopter gets diluted" problem that kills most play-to-earn economies. **The above numbers are approximate targets and are subject to change.**

***

## How Distribution Works

Each epoch, the total emission pool is split proportionally based on every player's share of the network's total Efficiency.

```
Your Epoch Earnings = (Your Total Efficiency / Network Total Efficiency) × Epoch Emissions
```

**Example:** If you have 50,000 total Efficiency and the network has 10,000,000 total Efficiency during an epoch of \~104,167 $CASH:

```
(50,000 / 10,000,000) × 104,167 = ~521 $CASH per epoch
```

That's roughly **50,000 $CASH per day** in this scenario.

***

## What Counts as "Your Total Efficiency"

Your total efficiency is the sum of:

1. **Base efficiency** from all seated Interns across all your Firms
2. **Advisor boosts** applied as a percentage multiplier to your base

Unseated Interns, Interns in your inventory, and empty desks contribute nothing.

Consumable boosts (when active) temporarily increase an individual Intern's efficiency for 24 hours, which is reflected in your total during that period.

***

## Competitive Dynamics

Because emissions are proportional, Cash City is a **relative game**. Your earnings don't depend on your absolute Efficiency alone — they depend on your Efficiency compared to everyone else.

This means:

* If the network grows and you don't upgrade, your share decreases.
* If you upgrade while others are idle, your share increases.
* There's constant competitive pressure to reinvest and optimise.

The emission scaling model (keeping per-Intern yields more stable) softens this effect at the macro level, but within any given epoch, the distribution is purely competitive.


# Sinks & Burns

Every $CASH spent in-game is gone forever.

Cash City uses a straightforward deflationary model: **all $CASH spent on in-game actions is permanently burned on-chain**. There is no treasury accumulation from gameplay, no token recycling, and no recirculation. When you spend $CASH, it's destroyed.

***

## Burn Sources

Every core action in the game removes $CASH from circulation:

| Action          | Cost per Unit | Frequency                   |
| --------------- | ------------- | --------------------------- |
| Intern Pack     | 200 $CASH     | High — primary reinvestment |
| Advisor Pack    | 1,000 $CASH   | Medium — late-game pursuit  |
| Consumable Pack | 25 $CASH      | Variable — daily usage      |
| Firm Upgrade    | 500 $CASH     | Fixed — 5 upgrades per Firm |

### Burn at Scale

For a player building out a full 15-firm operation:

| Action                  | Total $CASH Burned  |
| ----------------------- | ------------------- |
| 15 Firms × 5 upgrades   | 37,500 $CASH        |
| 270 Intern Packs (fill) | 54,000 $CASH        |
| 15 Advisor Packs        | 15,000 $CASH        |
| Daily Consumables (270) | 6,750 $CASH/day     |
| **Minimum build-out**   | **\~106,500 $CASH** |

And that's just the baseline. Competitive players opening hundreds of additional Intern Packs to optimise their roster will burn significantly more.

***

## Why Full Burns Matter

In many play-to-earn economies, spent tokens flow to a treasury, get redistributed, or re-enter circulation through rewards. This creates a cycle where sell pressure never truly decreases — tokens just move from one player to another.

Cash City takes a different approach. When tokens are burned:

* **Circulating supply actually decreases** with every in-game action.
* **Buy pressure is real** — players who want to progress must acquire $CASH (either by earning it or buying on the DEX).
* **The token economy is a genuine tug-of-war** between emission minting and gameplay burning.

The health of the economy depends on this balance: as long as players are actively reinvesting and burning $CASH at a rate that offsets new claims, the circulating supply stays controlled.

***

## On-Chain Verification

All burns happen on the Solana blockchain and are publicly verifiable. There is no off-chain accounting or internal ledger — when the game says tokens are burned, the transaction is visible on-chain.


# The Earning Formula

The math behind your earnings.

Everything in Cash City's economy flows from one formula. Understanding it is the difference between playing casually and playing optimally.

***

## The Formula

```
Your Earnings = (Your Total Efficiency / Network Total Efficiency) × Epoch Emissions
```

That's it. Your share of each epoch's $CASH distribution equals your share of the network's total Efficiency. If you control 1% of the network's Efficiency, you earn 1% of emissions.

***

## Breaking It Down

### Your Total Efficiency

This is the sum of all Efficiency generated by your operation:

* Every seated Intern contributes its base Efficiency (100 for Common through 20,000 for Mythic)
* Advisor boosts multiply your total by their percentage
* Active consumables temporarily boost individual Intern Efficiency

**Example:**\
8 seated Interns averaging 600 Efficiency each = 4,800 base Efficiency\
With a Rare Advisor (+5%) = **5,040 total Efficiency**

### Network Total Efficiency

The combined Efficiency of every player in the game. This number grows as more players join, buy packs, and seat Interns. It's the denominator in the formula — and it's always moving.

### Epoch Emissions

The fixed pool of $CASH is distributed every 15 minutes. At 10,000,000 daily emissions, each epoch distributes approximately **104,167 $CASH**.

***

## Worked Example

Suppose you have 50,000 total Efficiency and the network has 5,000,000 total Efficiency:

```
Your share: 50,000 / 5,000,000 = 1%
Per epoch:  1% × 104,167 = 1,042 $CASH
Per day:    1,042 × 96 = ~100,000 $CASH
```

Now suppose 1,000 new players join and the network Efficiency doubles to 10,000,000:

```
Your share: 50,000 / 10,000,000 = 0.5%
Per epoch:  0.5% × 104,167 = 521 $CASH
Per day:    521 × 96 = ~50,000 $CASH
```

Your absolute Efficiency didn't change, but your share halved because the network grew. This is why the emission scaling model (increasing total emissions as firms grow) exists — it counteracts this dilution at the macro level while keeping the competitive dynamics intact.

***

## What This Means Strategically

The proportional model creates several important dynamics:

**Growth is survival.** Standing still while the network grows means your earnings shrink. Every player has incentive to keep reinvesting.

**Efficiency per $CASH matters.** At 200 $CASH per Intern Pack with an expected value of \~600 Efficiency, each token spent translates to a predictable (if variable) return rate. The optimal play is always the action that adds the most Efficiency per $CASH burned.

**Timing matters.** Early in the game's life, when the network is small, each unit of Efficiency represents a larger share. Players who establish early get a compounding advantage as their Efficiency share translates to more $CASH, which they reinvest into even more Efficiency.

**Whales are visible.** Since everything is proportional, a player with 1,000,000 Efficiency in a network of 10,000,000 is earning 10% of all emissions. The leaderboard isn't just a vanity metric — it's a direct readout of earnings share.


# Pack Economics

The expected value of every pack type.

Cash City has three pack types, each serving a different role in your strategy. Understanding their expected value helps you decide where to allocate your $CASH.

***

## Intern Packs — 200 $CASH

The primary growth engine. Each pack yields one Intern with a random rarity.

**Expected efficiency per pack (Level 1 firm): \~600**

| Rarity    | Efficiency | Drop Rate | EV Contribution |
| --------- | ---------- | --------- | --------------- |
| Common    | 100        | 45%       | 45              |
| Uncommon  | 300        | 30%       | 90              |
| Rare      | 500        | 15%       | 75              |
| Epic      | 2,000      | 7%        | 140             |
| Legendary | 6,000      | 2.5%      | 150             |
| Mythic    | 20,000     | 0.5%      | 100             |
| **Total** |            | **100%**  | **600**         |

At baseline assumptions (10,000 active Interns, 10M daily emissions), each unit of Efficiency earns roughly **0.139 $CASH per day**. That puts the expected daily return of one Intern pack at approximately **83.4 $CASH**, giving an average payback period of around **2.4 days**.

This is intentionally fast early in the game's life — it drives aggressive reinvestment and fills the trading floor quickly.

{% hint style="info" %}
Intern Packs are the most consistent return on investment for most players. When in doubt, buy Intern Packs.
{% endhint %}

***

## Advisor Packs — 1,000 $CASH

The scaling play. Each pack yields one Advisor with a global percentage boost.

**Expected boost per pack: \~3.93%**

The value of an Advisor Pack depends entirely on your current total Efficiency:

| Your Efficiency | Expected Daily Return | Payback Period |
| --------------- | --------------------- | -------------- |
| 10,000          | \~55 $CASH            | \~18 days      |
| 50,000          | \~273 $CASH           | \~3.7 days     |
| 100,000         | \~546 $CASH           | \~1.8 days     |
| 500,000         | \~2,730 $CASH         | \~0.4 days     |

Advisor Packs are negative EV for small players and massively positive EV for whales. A player with 500,000 Efficiency recoups the cost of an Advisor Pack in under **10 hours**.

{% hint style="warning" %}
Don't buy Advisor Packs until you have a meaningful Efficiency base. For most players, this means having at least several Firms full of Interns before Advisors become worth the 1,000 $CASH price tag.
{% endhint %}

***

## Consumable Packs — 25 $CASH

The micro-optimisation layer. Each pack yields one 24-hour boost (flat or multiplier).

**Consumable value scales with the intern you apply it to:**

| Applied To                 | Expected Daily Boost | Net EV vs Cost |
| -------------------------- | -------------------- | -------------- |
| Common Intern (100 Eff)    | \~6.7 $CASH          | **Negative**   |
| Epic Intern (2,000 Eff)    | \~16.7 $CASH         | **Breakeven**  |
| Mythic Intern (20,000 Eff) | \~87.6 $CASH         | **Positive**   |

Consumables are only worth buying if you have high-rarity Interns to apply them to. On Common or Uncommon Interns, the expected boost doesn't cover the 25 $CASH pack cost within the 24-hour duration.

**Optimal play:** Stockpile consumables from Daily Crates and only buy additional packs when you have Legendary or Mythic Interns to boost.

***

## Summary: Where to Spend

| Pack Type  | Cost  | Best For                        | When to Buy           |
| ---------- | ----- | ------------------------------- | --------------------- |
| Intern     | 200   | Everyone — core growth          | Always                |
| Advisor    | 1,000 | Whales — efficiency multiplier  | After 50k+ Efficiency |
| Consumable | 25    | Targeted boosts on rare interns | When you have Epic+   |

The economy is designed so that Intern Packs are the default spend for the majority of players, Advisor Packs become the endgame pursuit for scaled operations, and Consumables are a secondary optimisation layer rather than a primary investment.


# Referral Program

Every player is a gateway. Invite codes are the only way in.

Cash City is **permanently invite-only**. There is no public signup, no open registration, and no way to bypass the invite system. Every new player enters through someone else's invite code — and the person who shared that code earns rewards.

***

## How It Works

Every player in Cash City has a unique invite code visible in their profile. Share it anywhere — X, Discord, DMs, group chats — and when someone uses your code to enter the game, you're linked as their Referrer.

### Multi-Tier Rewards

Cash City uses a two-tier Referral system:

<figure><img src="/files/aTkkQzY3Ov2Gistj3SQh" alt=""><figcaption></figcaption></figure>

| Tier   | Relationship                              | Reward                       |
| ------ | ----------------------------------------- | ---------------------------- |
| Tier 1 | Direct invite (you → them)                | 5% of all $CASH they claim   |
| Tier 2 | Their invites (you → them → someone else) | 2.5% of all $CASH they claim |

When someone you invited brings in another player, you earn a second-tier reward from that downstream player's activity as well. This creates a compounding incentive to invite active players who will themselves invite others.

***

## Maximising Your Referral Earnings

Your Referral code is most valuable when it reaches people who will be **active, long-term players** — not one-time visitors.

* **Share on X with context.** Don't just post your code. Show your earnings, your Intern collection, or your Firm setup. Give people a reason to want in.
* **Target crypto communities.** Players who already have Solana wallets and understand on-chain gaming will convert at a much higher rate.
* **Build a network.** Your Tier 2 earnings mean the best Referral is someone who will also actively invite others. Inviting one crypto influencer can be worth more than inviting 100 casual players.

***

## Viewing Your Referrals

Your referral dashboard in the Office shows your total invites, active referred players, and accumulated referral rewards across both tiers.

<figure><img src="/files/7lvEjDCKsz0SCzNeNZBA" alt=""><figcaption></figcaption></figure>


