Earn money playing games

You can play this free games and make real money. No investment required and you only need dedicate a few minutes a day.

Goldentowns

GoldenTowns is an economic, political and military simulator in which virtual gold can be converted into real money or exchanged for real gold. The game relies on a paper published by Mr. Vlad Cristian (CEO ANNO1777 Labs) in 2011, describing a deflationary economic system in which the amount of virtual currency is fixed and 100% covered by real gold. In GoldenTowns there is a limited amount of virtual gold (100.000 GoldenTowns Coins or GTC) which is distributed gradually, at a constant pace, to the players. The entire amount is covered by an increasing amount of real gold, measured in 24k ingots.
http://www.goldentowns.com/?i=77618

The Game Mechanisms

In order to understand how the game economy works and how you can maximize your profit, you need to review the essential mechanisms. The raw materials and their extraction represents one of the most important aspects, however, raw materials are extracted using manpower, and manpower requires houses and services which, in their turn, consume raw materials.  

Town Development

First of all, GoldenTowns is a construction simulator. You initially receive a small village which you have to develop into a prosperous town. A larger town signifies more resources and more virtual gold, that is more real money. You will spend most of the time building roads, houses, factories or managing an ever increasing number of workers. Town development will represent the main activity during the first weeks in the game. The chapters entitled Vegetation and Roads, Building Management and Building Types will guide your first steps in erecting the town.
 

Inventory

One of the most important aspects of the game is represented by resources. Resources are extracted and consumed in order to extract other resources or gold. Each resource or gold transfer leaves a transaction behind. You can find out about the most recent transactions, the number of available workers or the bonds that delivered the greatest money figures to you in the Inventory section.
 

Market

The game is also an economic simulator. You can sell or buy resources, gold, soldiers, shares in other towns or government bonds. The economic system is based on virtual gold and the fact that it is available in a limited amount. However, the rush for gold will have you use a lot the product market or the financial market. What do you do when you have too much iron and too little wood ? Where do you buy workers from ? How can you obtain an income and how do you put to good use speculations with shares and bonds? The list of questions is very extensive and the Market chapter may prove to be a real help.
 

Politics

GoldenTowns is also a political simulator. The countries in the game are identical to the real ones and ruled by a government. If you have a sufficiently developed town, you may end up ruling the country together with your partners in the game. Anybody can become a governor, it only takes time and a little ambition. Countries may come into conflict and wars are waged for gold and profit, the larger conflicts being able to involve a significant number of towns. Matters such as how to reach the top of the hierarchy, what to do to become a governor and how you can turn politics into gold are discussed in the Politics chapter.
 

War

Wars are commenced for profit and profit leads to other conflicts. War constitutes an important element in GoldenTowns and may represent a good source of income. As long as a town is conquered by you, it will pay taxes. The more towns under your occupation, the higher the gained profits. In addition to your receiving taxes, the government will provide you with bonuses. In GoldenTowns towns belong to a country. Countries bear the names of real-life counterparts and, just as in real life, conflicts may occur between them, involving numerous towns. If you take part in a war and fight for the winners, all the towns in the conquered country will start paying taxes and these taxes are received by the victors. This is an extraordinary source of resources and gold. Still, in order to conquer a town, you need soldiers, who are consumers of resources, and international conflicts require strong armies. The War chapter reveals how to develop a fantastic army with which to conquer the world.

Gold Extraction

We mentioned several times that the main attraction in the game is gold. Gold can be obtained in a myriad of ways, but the main one is mining. To extract gold you need gold mines. Only towns with a happiness degree exceeding 50% can extract gold. Additionally, the extraction of gold represents the highest consumer of raw materials. There is only 100.000 gold in the game, which will gradually become available for extraction. 
 

Gold Trading

You have worked a lot, you have a big town, you have sent troops all over the world, tenths of towns are occupied by your troops and you have fought tooth and nail for each gold coin and now you want something tangible. You want real money or even real 24k gold. Those who buy and sell gold from the players are called gold traders. You can sell your gold to traders for real money or you can request that the company managing the game deliver to you real gold in exchange for virtual gold. If the town’s happiness degree is 100%, you will, in turn, become a gold trader. You can directly post gold purchasing/selling orders for real money.

The Mechanisms of the Game 

Raw Materials

 Raw Materials and their extraction account for one of the most important aspects of the game. Raw materials are used in any process and the development of the town is directly connected to the available amount of raw materials. Raw materials can be purchased with gold from other players, but you will mainly acquire them from factories. 
In GoldenTowns there are 6 raw materials : Vegetables, Meat, Wood, Iron, Stone and Clay. With the exception of vegetables, raw materials require other raw materials in the production process. 
Vegetables are produced by vegetable farms and do not require other products. They are directly used in the production of meat, wood, stone or in recruiting new citizens.
Meat is used in the production process of wood, stone, iron and clay. Meat is produced by animal farms and requires vegetables. 
Wood is one of the most important raw materials. It is used in the construction of buildings. All the buildings whatsoever require wood as a construction material. Wood is produced by timber works and requires meat and vegetables.
Stone is extensively used in the construction of roads. Any road requires stone in order to be built or improved. Stone is produced by stone quarries and requires vegetables, meat and wood.
Iron is used in constructions for training soldiers. It is also extensively used in the production of artillery items. Iron is produced by ironworks and requires stone, wood, vegetables and meat.
Clay is used in the construction of roads and high level buildings. It is produced in clay quarries and requires stone, wood, iron and meat.

Citizens and accommodation

With a few exceptions, any building requires employees. Additionally, any construction process requires workers. You can purchase citizens from other players by paying in gold or you can recruit them with the town hall’s help. It is important to remember that workers have a predetermined lifespan, varying between 10 and 60 days, depending on the town’s degree of happiness. In order to extend the citizens’ lifespan you need a higher degree of happiness, which is obtained by improving the dwellings. 
Any newly recruited citizen needs a house to live in. houses may accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Accommodation is one of the most important aspects. You must constantly improve the level of the dwellings in order to be sure that you are able to recruit new citizens.
Workers fall under 2 categories. Unskilled workers or skilled workers. Production buildings require unskilled workers, but other buildings such as the service ones require skilled workers such as doctors, firemen, etc. In order to turn an unskilled worker into a skilled one you need schools. Schools train the entire range of skilled workers, from cooks to spies.
Accommodation is displayed on the town map in the lower part (fig. 2.3) Citizens can be sold or purchased with gold. In order to sell a citizen, go to the Inventory / Workers section. If you wish to buy workers in exchange for gold, go to the Market / Workers section.
 

Degree of Happiness

The degree of happiness is one of the essential indicators. The lifespan of the town’s newcomers depends upon it, and that lifespan, in its turn, drastically influences production costs and town management. The degree of happiness depends 100% on the level of dwellings and is calculated with the formula 
 
G=(Nc/No)*10
 
Where G is the degree of happiness, Nc is the sum of the levels scored by the dwellings and No is the number of dwellings. Let us assume that a town has 3 level 1 dwellings, 2 level 3 ones and one level 9 dwelling. The degree of happiness shall be (1+1+1+3+3+9)/6 =30%
 The degree of happiness influences lifespan after the formula D=10+G%50, where D=the new citizens’ lifespan, G=the degree of happiness at the time of recruiting. If the town’s degree of happiness is 30% as in the above example, the newly recruited citizens’ lifespan shall be D=10+30%50=25 days
The newly recruited citizens’ minimum lifespan is 10 days, regardless of the town’s degree of happiness. The only solution in order to enhance the degree of happiness is to increase the level of the dwellings, however, these higher level dwellings require service buildings which, in their turn require employees. If you thought that gold extraction is easy, it is time to reevaluate the premises. 
When a citizen is recruited, he or she does not have a specific job. He or she is an unskilled worker. In the game there are 10 jobs a worker can be skilled in : Policeman, Fireman, Doctor, Cook, Priest, Dealer, Spy, Banker, Teacher or Prostitute. In real life, the last profession does not require a qualification, but the developers’ team see that as a mistake, and wished to correct at least in a virtual environment the prostitutes’ unskilled worker image.

Storage Capacity

Raw materials are stored in warehouses. A warehouse increases its capacity depending on the level and can store between 600 and 3000 raw material units. Warehouses increase their storage capacity by 500 units / level. If all the town’s warehouses are full, you can no longer store raw materials and raw materials that are extracted or resulted from taxes are lost. Carefully monitor the occupancy degree of warehouses in order to avoid losses. The occupancy degree of warehouses is displayed in the lower part of the town map (fig. 2.3).
 

Energy

Each activity, such as the commencement of a production process or the construction of a road consumes 1 energy point and generates 1 experience point. Energy is renewed at a 1 point / hour pace, regardless of the level. If you are running out of energy, you can no longer play and must accept its renewal. You can, however, buy energy at any time, by paying in gold. The energy level is displayed in the lower right part of the town map (fig. 2.3). in order to purchase energy, click on the energy icon. There are 5 available packages, between 25 and 100%  .

Experience and level

 As mentioned above, any activity consumes energy and provided experience. For every 100 experience, you advance one level. Upon advancing to a higher level, the government provided bonuses and you automatically receive 10 energy points.

Cemetery capacity

When a citizen dies, they are not immediately erased from the system, but “deposited” in a cemetery, where they will remain 10 days. 10 days later, the citizen is completely erased and the cemetery spot cleared. A cemetery can “accommodate” between 5 and 25 citizens, depending on the level. Should all the cemeteries be full, you can no longer recruit new citizens. In order to see the effective capacity of the cemeteries and the occupancy degree, click on a cemetery. You will see in the lower right corner the occupancy degree of all the cemeteries in the entire town.
 

Basic town construction rules

It is very easy, during the first weeks into the game, to build what you should not or to extend in the wrong direction. There are a few basic town construction rules which will help you avoid the mistakes of those lacking the patience to read the 50 documentation pages.
First of all, any patch of land must be connected to the town hall by means of a road. The high level buildings require higher level roads. A road actually comprises several patches of road placed one next to another, having, in the end, various shapes. Individual patches may be improved at higher levels. All the constitutive patches of a level 2 road are at least level 2. Prior to commencing the improvement of buildings, improve the roads.
Another vital rule is to locate certain buildings, such as dwellings, under the influence area of another building. The influence area represents a circle around one service building. The circle has a specific radius depending on the building level. Check at all times which buildings will require in the future the current land patch in order not to build what you should not.
Most buildings require employees. A building requires an additional employee with every level increase. A level 2 building requires 2 employees and a level 3 one requires 3 employees. You must permanently recruit new workers in order to avoid blockages.
Very important is the buildings’ lifespan, as well. Any building degrades by 5% / day. Upon a 100% degradation, the building collapses. A building degraded by more than 25% cannot be improved. Try to improve buildings as often as possible. Not all buildings degrade. In order to avoid definitive blockages, initial buildings (buildings initially placed on the map) will never degrade. Moreover, workers who are employed in the initial buildings never die. It is very important to avoid the construction of new productive buildings until you have improved up to level 5 the old ones.
In conclusion, during the first days you only have to improve the infrastructure and the initial production buildings while recruiting as many new citizens as possible. 
 

Assets and super offers

The 100.000 gold initially existing in the mining fund are gradually distributed to miners at 3 gold / hour rate. In order to be able to permanently provide miners with gold, the mining fund needs new collections. The fund obtains incomes by selling assets such as energy or immediately terminating a process.
Since a fixed price would be impossible and unprofitable in time, the fund permanently adjusts the prices of the assets depending on the sales in the last 24 hours according to a simple formula. After each purchase of a an X asset, one will calculate how many X assets were sold during the last 24 hours and the number is multiplied by a value between 0.001 gold and 0.1 gold, depending on the asset. If, during the last 24 hours, no X asset was sold, one shall consider that there was a minimum of one sale. Certain assets are automatically more expensive, such starting a war. 
We shall review the types of assets and offers the mining fund can provide to the players.
 
Energy - Energy is essential for your town’s activity. Without energy you cannot manage anything. If you run out of energy, you can buy from the fund energy packages. There are 5 energy packages : 10 points, 25 points, 50 points, 75 points and 100 points. The price per package is determined by the formula P=S*0.01, where P=the price, S=sales during the last 24 hours.
Immediate termination of the processes - In general, construction or improvement processes last between 3 and 24 hours. You can conclude a process on the spot by paying in gold. The price per package is determined with the formula P=S*0.01, where P=the price, S= sales during the last 24 hours.
Purchase of a patch - Not all vegetation patches belong to the town. Some patches must be purchased from the fund. The price per patch is determined with the formula P=S*0.01, where P=the price, S=the number of patches sold during the last 24 hours.
Unskilled workers sale - The unskilled workers sale represents an important income source. Workers die and a town can recruit no more than 300 new citizens / month. Demand is always high. The price per worker is determined by the formula P=S*0.001, where P=the price, S=sales during the last 24 hours.
 Skilled workers sale  – The training of a skilled worker lasts 24 hours and the process cannot be expedited, being much more convenient to buy them. The price per worker is determined with the formula P=S*0.005, where P=the price, S= sales during the last 24 hours.
Soldiers sale - Soldiers can bring immediate profit by taking part in wars. There are several types of soldiers available for sale, specialized in attack, defense or speed, between 0 and1000 points. The price per soldier is determined with the formula P=S*0.005, where P=the price, S= sales during the last 24 hours for the soldier type purchased.
Commencing a new war - Only governments may declare wars, but wars can bring significant profits. The price per war is determined by the formula P=S*0.1, where P=the price, S=the number of wars declared in the last 24 hours.
Proposal of a new law  – Any government official may propose a new law, which will cost gold. The state budget is the one bearing this charge. The price per proposal is determined by the formula P=S*0.01, where P=the price, S=proposals in the last 24 hours at a global scale.
Posting an advertising message – on the right side of every page there is an area reserved for posted ads. Advertising represents an excellent way of finding buyers for the products you make available for sale. The price per posting is determined with the formula P=S*0.01, where P=the price, S=postings in the last 24 hours.
Charges for the sale of gold in exchange of real money - When you buy gold with real money from traders you will not pay anything. If you sell gold in exchange for real money, you will pay two 5% charges. The first goes to a special anti-fraud fund (see the Gold trading chapter) and another 5% shall be directed towards the mining fund. The charge is fixed and applies to the value in gold. The charge is paid by the gold seller.
Gold transfer charge- You can transfer gold to any other town provided that your town has a 100% happiness. A 5% / transfer fee is paid for each transfer.



Vegetation

The largest portion of the initial map is covered by forest. In order to be able to build on a land plot, you must clear the vegetation. The clearing process lasts 24 hours and requires resources. Similar to other processes, the clearing process may be concluded on the spot or may be expedited by hiring new workers.
The clearing process will result in a free land patch, on which one can build. Make sure that the patch is connected to the town hall by a road.
Remember that not all forest patches can be directly cleared. Only a small area around the town may be stripped. The remaining patches do not belong to the town and you have to buy them with gold from the mining fund in exchange for a variable amount of money. 

Roads

Roads are particularly important in Goldentowns. Any building must be connected to the town hall by a road. Without an access road you cannot build and, in order to improve the level of the buildings, you need a high quality road designed to connect the building to the town hall. 
Once a construction process has been started, it can be expedited in 2 ways. By employing more workers or by paying a 1 gold charge.
 
Roads have 5 quality degrees. Road quality is very important. Any level 2 building requires a level 2 road designed to connect it to a town hall, a level 3 building requires a level 3 road, and so on. A level X road is a road in which all the patches are at least level X.
 
Roads, in the same way as buildings, degrade by 3% / day. If a road reaches a 100% degradation, it will collapse. A collapsed road patch must be cleared before allowing reconstruction.

Buildings fall under 3 categories. Buildings which support production, service buildings and the military ones. All buildings have a few common elements such as the number of levels, employees or degradation. In this chapter we shall discuss about the common elements of buildings and make a detailed presentation of each individual building.
 

Building construction

Buildings can be located on any free patch of land. A free land patch is a cleared patch, connected to the town hall by a road. Any building requires connection to the town hall by means of a road. High level buildings require high level roads. 
In order to erect a building go to the first page and click on a free patch of land. The dialog box below will be displayed, allowing you to choose the building type you wish to construct.
There are 5 construction types that need to be executed : roads or crossroads, production buildings, essential service buildings, luxury service buildings and military buildings. You can use the menu on the left of the dialog box to select the building type.
The construction of a building requires wood. Improving buildings requires up to 4 resources. The construction is achieved in 3 or 6 hours, depending on the building. In order to commence a production process, you need at least one free unskilled worker to make the construction. A free worker means a worker who is not involved in another production process and is unemployed.
 

The construction process

Once a construction process has commenced, it can be expedited in 2 ways. Either by hiring more workers or paying a 1 gold charge. To hire more workers, click on the building currently under construction. The menu below will appear. 
On the left the free workers are displayed and on the right those already involved in the construction process are displayed. You can hire up to 9 workers.

Select the workers you wish to hire and click on the middle button to move the workers during the construction process. Depending on the number of workers, the construction time may significantly decrease.
You can also conclude at once a construction process by clicking the immediate completion button. For this service you shall pay 1 gold.
 

Building management

Once it has been erected, the building must be managed. Buildings have certain common features, which we will discuss in the lines below.
 

Building degradation and renovation

Any building degrades at a 5% / day pace. After 20 days the building will collapse if it is not renovated. Through renovation the degree of degradation is reduced to 0.
In order to renovate a building, open the dialog box in the image below by clicking on the building land patch. In the left-bottom part lies the renovation button. The renovation process takes up resources and time, depending on the building and the degradation degree.
The higher the building’s degradation degree, the higher the amount of resources necessary for renovation and the longer the time. The formula which reveals the amount of resources and the time is the following 
 
C=D*CI
 
C=Renovation costs
D=Degradation degree in percentages
CI = Amount of resources necessary to improve a building to the current level.
 
Let us assume that a building cost 10 wood, 50 stone and 20 iron in order to be improved to level 3, and the improvement time was 24 hours. If its degradation degree id 50%, then the renovation processes will require 50 wood, 25 stone and 100 iron and will be completed in 12 hours.
Only buildings with a degradation degree in excess of 25% can be renovated.

Building collapse and ruins

If one building collapses, its image on the map will display a ruin. Ruins require the repeated clearing of the land patch. Avoid as much as possible the collapse of high level buildings since this leads to the loss of resources allotted for improvement.
Following the clearing of a ruin, a free land plot will result, allowing you to reconstruct the building.
 

Building demolition

When a building is no longer necessary, it can be demolished. The demolition costs and the necessary time are equal to the construction costs. The demolition processes can be immediately completed by paying in gold or reduced by hiring more workers.
 

Influence

To improve certain buildings, these need to be within the influence area of another building. The influence area is, essentially, a circle around the building (see image below). The land patches situated within the circle are into the influence area.
The influence area increases at the same time with the building level. A level 4 building will have an influence area nearly 4 times larger than a level 1 building.
If a building loses its necessary influence, once it has been improved, one will no longer be able to manage it. It is important to periodically check the state of the buildings which provide influence (service buildings).

Employees

With a few exceptions, any building requires employees in order to be able to operate. Certain buildings will need unskilled workers while others skilled workers. Workers acquire their qualification is schools. A building needs up to 5 employees, depending on the level. In order to see which employees a building has, you can open the dialog box in the fig. below by clicking on the building patch. The employees are shown on the right.
You can at any time fire an employee by clicking on their icon. If you hover the mouse over the employee’s icon, you can find out further information, such as their name and lifespan. Firing is necessary in the case of old employees, who may die before the completion of a production process, thus leading to production loss.
If a building has insufficient employees, one has to hire new employees. You can do this from the building dialog box by clicking on the question mark icon.
In the case of production buildings, an employee’s death during the production process shall lead to production loss. Regularly check the employees’ lifespan.


Register here and make money playing videogames!

Complete guide of game here.



Goldenbattles

 Goldenbattles  is a massive multiplayer, role war game and an economic simulator situated in the near future. Players can make real money by playing and battle for the survival of mankind. These battles, the most important in history, will be known as the "Golden Battles".
goldenbattles

Register here and earn playing free.