> For the complete documentation index, see [llms.txt](https://docs.cashcity.fun/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.cashcity.fun/tokenomics/emissions.md).

# Emissions & Distribution

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.


---

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