Game Mechanics
Gameplay
Meetcap's gameplay is about building constructions (factories, infrastructure,... Constructions built depending on each type of land) and creating products from those constructions. An owner of a land can hire people to work for him in order to increase production quantity, later employees will be paid through in-game tokens. The more workers a player has, the bigger business he owns, thus the better profit he will make. Take into account that players should find a balance in salary size: If one pays too little - less people are willing to work for them, if one pays too much - they will get less profit.
Players buy lands and start building constructions on it, or rent it out and give permission for people to build houses, businesses and factories. Lands could be improved and sold for a profit down the road.
To build a construction, players need to spend some amount of resources based on each construction characteristics. Building would take some time, when it is done workers could work there to mine resources and produce products. Every type of building can have Annexes to improve production amount. i.e. Metalwork factory produces 10 metalworks every hour. Players build blast furnace which gives +20% efficient. After that factory starts producing 12 metalworks an hour.
Constructions
Every land has area with 5x5 cells. Every construction has some form and can be put on free cells. After building first construction land becomes specialized and could be build only construction of the same type. For example, if players built a farm then they could only build other agriculture buildings (it wouldn't be possible to build a factory).
Rental
The landowner can rent his land to other players for periodical rental payment. A landlord can't push tenants to go away until the rental period is over. When the rental period is over, construction becomes the landlord's property. The construction's owner can rent it to other players who can use it to mine resources or produce products for a set period. So one of the game strategies is rental lands, building their construction, and renting it to other players to get profit.
Mining areas
Players need to enter mining areas on mountains to mine resources. A mine contains a lot of filled cells. Players click several times on a cell to break it and get random resources (stone 60%, coal 30%, metal 10%). Players are only able to click on a cell that has an empty cell in the neighborhood. Thus a player can clear area cell by cell or dig deeper and deeper to find more rare NFT cards (the deeper it is, the better chance there will be rare NFTs). Only the owner of the mine and his employees can do mining. Everything that that workers find is the property of their owners. For some rare NTF cards, employers are supposed to pay workers a few percentages of their value.
Roads
To send materials from one building to another, players need to connect them with roads and pay for delivery. So it's necessary to build buildings not too far from each other to save money and time. Geography is greatly important and is the factor for estimating land prices. Roads could be private or public. Public roads are free to use for everyone, private roads could be available for all players, but they must pay some price or could be restricted to use only by an owner.
Delivery process
Delivery is a key to the economy. Some players can prefer to build a delivery company and specialize in building private roads to accept orders for delivery goods the fastest way.
Education
Employees have a skill level system, every type of work can be done more efficiently if the necessary skill has a higher level. For example, mining one cell for level 1 takes 60 seconds and gives 10-20 resources, but level 2 takes only 55 seconds and gives 12-22 resources. Levels increase with experience when the worker does this work for a long time or can be increased in a special school for money. Also at school workers can get some special perks that make them more productive.
Food
Food is necessary for workers if they want to stay productive. For example, if a worker's fullness is 100%, he can work at his full speed and gets the max amount of resources, but if his fullness is less than 50%, he works slower and gets fewer resources.
75%-100%
100%
50-75%
75%
25-50%
50%
0-25%
25%
Need to buy food in shops or employer buys it and add to food stack for all his workers.
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