Open the exported file on your phone and Google Calendar adds every birthday with reminders 5 days before, the day before and the morning of.
Draw roads from City Hall, zone land for homes, shops and industry, and place services with a reach. Zoned tiles fill in on their own — 2 hours to the first house, a day to mid-rise, three days to towers. Homes rise on condition and become comfortable or affluent with land value, education and leisure — affluent residents pay 2.2× the tax. Shops rise on customers within 4 tiles and staff, and close when starved. Factories rise on workers, and turn into clean tech at city education 60. Schools, libraries and a university build education; a hospital covers a district; bus depots fight traffic. Tap a tile to see what it's waiting on; a crane means it's building. Land & tax buys more land (first ring at 50 people) and sets the tax rate; the corner buttons zoom. Report (or tap any number up top) breaks down budget, people, happiness and services with 24-hour trends; Guide lists every building, what it does, what it costs and what it yields. Everything structural costs Grit, which only missions mint. Taxes pay Bucks for trees, lights, plazas and festivals. Your stats are the weather: Family speeds homes and lifts happiness, Business drives shops and taxes, Body stretches parks, Health thins pollution. A lazy week stalls the city; it never wrecks it.
Reads your last four weeks and proposes changes. It tunes the scoring on its own; anything that changes what you do is a proposal you accept or decline. Never more than one extra load.
Ten minutes. Earns 25 XP, one shield, and feeds the Council.
Twelve months to a business that runs without you. Each gate +100 Business XP. Don't skip rungs.
Celebration lines in your voice, one per line. One shows on roughly every other completed mission.
Temptation bundles — a pleasure you only allow yourself after a mission. Podcast = train, one per line. Ids: train, delegate, focus, boys_pm, debrief, lights, prot_l.
Every day has a Core: three to five missions you choose. Doing them wins the day; one may slip after a loss or on an easy day. Change it any time from Today — the Lab will also tell you when a Core mission has stopped happening. Everything else on the board is bonus: it pays XP into four stats and mints Grit 1:1 (+100 Grit per day won), and it feeds the city, but it never decides whether you won. Shields cover lost days; skipped days don't count. Beat the ghost and next week pays +10% XP (stacks to ×1.3). Three days won unlocks the weekly crate. Iron Week can be staked: 300 Grit, back ×1.5 on success. Levels never go down, and each one from 2 to 10 unlocks a perk — see the ladder under All-time. Easy days: a low morning check-in drops the bar to 60% with tiny missions, twice a week at most. Can’t today: decline up to two missions a day with a reason; each lowers the bar and the pattern reaches the coach and the Council. The season opens with 400 Grit; from level 3 the Iron Week stake can be 500. The weekly city goal pays 150 Grit when the population target is reached by Sunday.
Push notifications on this phone, sent through your sync Gist by your own GitHub every 15 minutes — so times are “around”, not to the minute. Needs Gist sync on.
Optional. Both keys stay on this phone and go only to GitHub and Anthropic directly. A "secret" Gist is unlisted, not encrypted — anyone with its address could read it.
github.com → Settings → Developer settings → Fine-grained tokens → permission Gists: Read and write, nothing else. Paste the same token on each device.
Every error is caught, a set of sanity checks runs on every screen, and your own logs are mined for patterns. Each finding is a suggestion you apply or dismiss; nothing changes on its own.
Progress lives on this device and, if sync is on, in your Gist. App updates never touch it. Restoring merges; it never overwrites.