

Build the city. Print the money.
A city builder where you also run the central bank. Every street you lay spends currency into the city, so growth and inflation come out of the same decision.
These are the game’s own models, turning here exactly as they stand in your city. Roads work out their own shape from what they touch, so you draw the network and the corners and junctions sort themselves out.
Stonks City has a token on Pons. The creator fees that token earns are not kept. Every 24 hours the highest scoring city of the round takes them.
A round runs midnight to midnight UTC. Play as many ranked runs as you like inside it; your best score is the one that stands.
Whatever the creator fee collected over the round is what goes out. No emissions, no inflation of the token, no promise of a fixed number.
The transfer is sent manually after the round closes and the transaction is published on the leaderboard. If a round has not been paid yet, the page says so.
A city that grows wants more money in it. Twice the people want roughly twice the notes in their pockets. If the money supply grows faster than the city does, prices rise. If it grows slower, prices fall and wages fall with them.
So the panel shows two bars: how fast money is growing, and how fast the city is. The gap between them is what you are actually steering. The price index only tells you what you did a quarter ago.
Print currency straight into the treasury. It only moves prices once you spend it.
What the Mint charges the banks. Raise it and credit dries up, and with it the money credit creates.
How much of every deposit sits at the Mint. High is safe, slow and deflationary.
Run the treasury into the red and the market prices your paper. Push far enough and the auction fails.
Income, sales and land. Each drains money out of circulation as well as funding you.
Hold the exchange rate by burning reserves. When the reserves run out, it breaks in public.