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Work and money

Choosing a job

Choosing a job

You choose your first job as soon as you arrive in the city, and your character walks to work by itself: the Administrative Assistant, to the nearest office. If you close it without choosing, the Get a job mission opens the choice again. Later you switch in My character > Job, or at the Jobs counter on City Hall's ground floor. At a workplace, How to get this job also opens the professions. You have one job at a time and can work at any hour.

Jobs that need no course

Administrative Assistant A computer desk in the office of the police station, the bank or the car dealership, down the stairs in the basement, of the university, up the stairs, or of the hospital, at the reception or on its office floor, by the lift. At City Hall, Work lets you choose where to go, by compass or autopilot. Each document won pays 13 Coins.
Park gardener You get one plant at a time to tend, a flower, a bush or a tree, shown on the map. Each one pays 20 Coins; with a vehicle of your own the next plant is farther, and while working a car or motorbike burns fuel faster and a bicycle, skates, scooter or skateboard tires you.
Parcel courier Win a minigame at the Post Office counter to pick up a parcel and take it to the address. Once out of the Post Office, choose Compass or Autopilot to get there; on foot, with your car or motorbike parked a few metres away, the autopilot takes you to it and drives there. The address can be any building in the city or another player's house or company (the parcel is left at the gate), and it pays 30 Coins plus 1 per 12 m from the Post Office. Once delivered, the compass points back to the Post Office while you are still a courier. While delivering, a car or motorbike burns fuel faster and a bicycle, skates, scooter or skateboard tires you.

Jobs with a course

JobCourse
Police OfficerPolice Academy, at the station
DoctorMedicine
Furniture DesignerFurniture Design
LawyerLaw, a little shorter than Medicine
MechanicMechanics, as long as Law
VeterinarianVeterinary Medicine, a little shorter than Law
StylistFashion Design, as long as Veterinary Medicine
HairdresserHairdressing, as long as the Police academy
TeacherPedagogy, a little shorter than Fashion Design

The courses after the Police Academy are at the University library. Courses are free: sit in class at any time during its hours: the whole class counts one day, part of it counts part of a day. Each minigame you win in class adds a little more, up to half a day per class.

Your first course makes its job your active one. A later course does not change it: open Professions and activate the new job when you want it. A company's Work always shows to its owner and the people invited; with another job active, it tells you what is missing.
On graduating, a Graduation! button appears: press it whenever you like to get your diploma on stage, in front of the class. It waits for you, even if you log out.
Working and levels

Working and levels

Press Work at your post. In every job, Stop working ends the work and keeps the job (the police officer uses End patrol); the gardener starts again with Back to work. The job's card sits under the city's name (on a phone, small, and beside the city's name lying down, with the distance and its buttons as icons: tap it to see everything). Its first button is the work itself, Auto-tend for the gardener and Take me there for the courier (to the parcel's address) and the police officer (to the nearest incident, or else the patrol point), and the last one stops working (on a phone, the checkered flag). At the desk, at the Post Office counter and in the garden each step of the job is a minigame: each one you win pays Coins and spends stamina, and missing costs nothing. The first time each minigame shows, a short animation shows how to play it. Win several in a row and the Combo shows on the minigame window.

Each job's own minigames

Besides the usual minigames, each job has its own, drawn along with the others:

  • Administrative Assistant: Answer the phone.
  • Gardener: Pick the pests and Prune.
  • Courier: Right address and Stack the boxes.
  • Police officer: Suspect sketch on patrol and Note the plate at an incident.
  • Doctor: Diagnosis in a consultation and Stitches in surgery.
  • Lawyer: Contradiction at the police station and Check the signature at the notary's office.
  • Mechanic: Right wrench.
  • Vet: Scrub at bath time, Hold the leash on a walk and Paint the pet for a colour change.
  • Hairdresser: Wash the hair, Paint the streaks and Trim the ends, at the salon, and In the green for earrings and piercings.
  • Teacher: Copy the board, at the school.

In a jail cell, all of them can come up, and Copy the board too.

Each course's minigames

In class, half the minigames are the usual ones, with Copy the board, and the other half are your course's own two, which grow a little as the course goes on:

  • Medicine: Circulation and Listen to the chest.
  • Furniture Design: Cutting plan and Level shelf.
  • Law: Who did it? and Timeline.
  • Mechanics: Wiring and Engine tune.
  • Veterinary Medicine: Calm the pet and X-ray.
  • Fashion Design: Collection and Mirror stitch.
  • Hairdressing: Hair colour and Blow-dry.
  • Police Academy: Crossing and Camera.
Police officer On patrol, a police officer gets one patrol point at a time, shown on the map (farther with a vehicle): reaching it brings a minigame that pays, and the officer takes notes on the clipboard. Nothing pays by time on patrol. On patrol, an officer gets no fines and no wanted stars, and a wanted officer can't start a patrol. Every minute on patrol a fugitive shows up, marked on the map: they run when you get close, much slower than you. Touch them and they are arrested at once, no button, and they walk in front of you with their hands behind their back. At the wheel, the fugitive may flee by car instead: ram their car 4 times and both cars stop where they are; get out and touch them as they run. On patrol, every fugitive — your NPC fugitive and every wanted player, on foot or at the wheel — shows on the map and the minimap with an orange icon of a person running. Near a police car, Put in the police car takes them along, and they get out with you. On a police motorbike, Put on the back of the police motorbike seats them behind you. At a cell in the police station you get what 4 patrol points pay, spending their stamina. When someone crashes, the vehicles in the crash stay where they are and the officers on patrol have 15 seconds to Take it. Whoever takes it goes there on foot and registers it in a minigame: the driver who hit pays a 100 Coins fine and the officer gets the incident's pay plus half of the fine. If the driver doesn't have the Coins, their balance goes negative and the tow truck takes their vehicle to the impound lot. If nobody takes it, an NPC officer goes there and charges the fine. If the same vehicles crash again soon after, the same officer handles the new crash. On the map the incident is orange and the patrol point green. When someone's balance goes negative for running another player over, their vehicle is locked and the officers on patrol get a seizure call, taken the same way: whoever takes it goes to the vehicle, registers it in the minigame and gets the incident's pay, and the tow truck takes the vehicle to the impound lot. If nobody takes it, an NPC officer seizes it. If the owner logs out, the vehicle is seized at once. If the owner's balance is back to zero or more first, the call ends and the vehicle is released. A crash or run over caused by a police officer opens no incident. On patrol, the officer touches only the fugitive: on foot or at the wheel they go through everyone else — people on foot or riding, and every other vehicle — without damaging, pushing or running over anyone, and nobody is called. A fugitive fleeing by car goes through the rest of the city too, and runs red lights. On patrol, touching a wanted player on foot stops them at once, no button: With 1 or 2 stars they always pay the fine and are never arrested: without the Coins, their balance goes below zero and their vehicle is seized. From 3 stars they are arrested, and whoever takes them to the cell gets the arrest's pay, paid by the prisoner, even if their balance goes below zero. The officer only gets what the player's transferable Coins cover, and when they could not pay it all, the delivery notice shows how much the prisoner had. Stopping the same player again on the same day gives the officer no reputation and no experience. A wanted player at the wheel is stopped the same way: 4 rams with your vehicle stop both vehicles where they are, until they are arrested (at most 3 minutes); both of you can get out right there. Whoever stays inside a stopped car or on a stopped motorbike — at a light, in traffic or locked by the rams — is arrested too: walk up to the vehicle and touch it, and the officer pulls them out and arrests them. The NPC fugitive too. Police cars and police motorbikes run over nobody. An officer can also fine a car or motorbike parked against the traffic (never their own or their family's) and gets half of the fine when its owner gets back in it. On patrol, the phone's Police app also shows the escort requests: whoever accepts one goes along with that player and gets 10 Coins per hour by their side. A patrol point done with another officer beside you pays each of you 13 Coins more. The station's lot has 3 police cars and 4 police motorbikes, only for officers on patrol. On patrol, the bicycle, roller skates, kick scooter and skateboard stay put away: the officer goes on foot, by police car or by police motorbike, and whoever they arrest comes along, even on the back of the motorbike. At the wheel of a police car or on a police motorbike, press Turn on siren or L: everyone near sees the red and blue lights flashing. The siren only sounds in an occurrence (taking someone in, going after a fugitive, or with a wanted person or a traffic incident nearby), louder the closer people are, and then it stays on until the occurrence is over. Otherwise it turns off when you press it again or get out of the vehicle.
Doctor At work in the hospital, a doctor gets one patient at a time, brought on a stretcher by a paramedic to the free ward bed nearest them, saying on the way what hurts. Once they lie there, beside the bed the doctor examines the patient with the stethoscope, and the consultation is a minigame that pays. The doctor has to stay right by the bed: walking away stops the consultation. Then the patient gets up, thanks the doctor and walks out, and the next patient comes a little later. Each ward floor takes up to 5 doctors at work at the same time, and its 10 beds are shared among them: each doctor's patients come only to their own beds.
Lawyer A lawyer works at the lawyer's desk in the police station, one case at a time: each case is a minigame that pays. The case can be a player in the city's jail: winning it takes 1h off their sentence, up to 30% of the sentence. The lawyer who owns a Notary's Office also works at the desk there: they work on the office's orders, one minigame at a time, and with no order they work on civil and criminal cases, paid the same.
Veterinarian The vet who owns a Vet Clinic cares for pets at the care table, one at a time: each care is a minigame that pays, and on a walk they take the pet along the sidewalk to the spot marked on the map, on the sidewalk or by a square's bench. See Vet Clinic, in Pets.
Stylist The stylist who owns a Boutique sews the designer clothes orders at the sewing table and, with no orders, serves the city's customers who come into the boutique. See Designer clothes.
Hairdresser The hairdresser builds a Beauty Salon and, in Edit Beauty Salon, moves the reception, the styling chair, the backwash basin and the waiting sofa, which come with the salon, and buys its own furniture: hairdresser trolley, hood dryer, magazine table, mirror station, product shelf and towel shelf. Whoever sits at the hood dryer gets its hood on their head, sized to fit them.

Levels

Every Coin you earn also counts as experience in that job, and every other job where you have experience goes down in the same proportion: each level you gain in your job is one level the others lose, little by little, never below zero. Switching jobs alone costs nothing. Levels have no limit, and each new level pays 5% more, up to +150% at level 31. See your levels and percentages in My character > Job.

Coins, Ora and the bank

Coins, Ora and the bank

Coins and Ora

Coins are the money of the world: you earn them by working and spend them on everything. Ora is the special currency, bought in the Ora Store on the player profile, for badges, rings, costumes, umbrellas, motorbike helmets, swimwear, wallpapers and other special items. You can also buy Ora with Coins from other players in the bank's Exchange tab, and at the end of each month the 1st place of each monthly ranking wins 500 Ora. Paid badges make your name glow, each one its own way: they carry a small emerald in the store, and before buying one you see your own name wearing it. The Ducks Family badge sets a mama duck and her ducklings waddling along the top of your name, the Fairy sprinkles sparkling fairy dust around it, Energy sends sparks racing along its edge and Moon and stars lights little blinking stars around it. The Snowflake is sold only during Christmas and makes snow fall over your name. The Pioneer badge is not sold: every character who plays before the game's official launch gets it, and it stays with you forever. Wearing a badge also colours your messages in the chat, in the badge's colour and with its icon beside your name.

In the Ora Store, an item you don't have yet has Try it: you see how it looks, only on your screen and without paying anything. The badge shows on your name over your character, the ring on your hand, the costume and the helmet on you (the arrows turn your character), the pet toy from every side and the theme on every window of the game. Like it? Tap Buy and then Confirm. The Ora packs, bought with real money, still show their price on the button.

The History tab of the Ora Store holds everything you ever bought with Ora anywhere in the game, newest first, with the date, the price and, for a gift, who it was for: the store's items, wallpapers, fences and facades, everything the game sells paid in Ora (like a company's bathroom, a car, a lot, a pet or a trip) and the Ora you gave in a Trade. A purchase that failed and had its Ora given back is not there; if the game gave part of it back, only what you paid shows. Each purchase shows in red, with the Ora that went out (−). The Ora top-ups you paid for with money show in green (+), with where they were paid: Stripe, on the website, or the App Store, on the iPhone. The numbers under the list show the other pages.

Everything the game sells in Coins can also be paid in Ora, at 1 Ora for every 2 Coins: the buy button shows the Coin price and, under it, the Ora price. Prices set by other players, rentals, fuel and taxi rides are left out.

Every purchase asks first, in a small window with what you are buying and the price. If the purchase fails, the window says why: your balance, the connection to the server or another reason.

Paid badges, costumes, umbrellas, face accessories and order boxes can be given as a gift to a friend. They see the gift with its picture and your name, even if they are offline at the time: it shows when they come in.

VIP

In the VIP tab of the Ora Store, or with the VIP button on the player profile, the Learn more button shows what VIP gives, and from there you buy 30 days of VIP for 1,600 Ora. VIP never renews by itself: the tab shows until when it lasts, and buying again before it ends adds 30 more days to what is left. VIP can also be given as a gift to a friend, with the Gift button in the same tab.

VIP gives:

  • Early access (in the iPhone and Android apps, News first): the new features marked for VIP open to you 2 weeks before everyone else. What you get in that time stays yours when your VIP ends.
  • The VIP badge.
  • Up to 4 pets, instead of 2. When your VIP ends your pets stay with you, but you only adopt another once you have fewer than 2.
  • Queue priority: in a full city, a VIP goes in ahead of anyone who is not VIP. Among VIPs, residents come before visitors.
  • VIP poses: 6 poses at the end of the Animations list (•••) and in the Photos camera: Model pose, Heart hands, Blow a kiss, Peace sign, Hands on hips and Champion arms.

Coming soon: an exclusive item of the month and the VIP channels on Discord.

Whoever becomes VIP gets the VIP badge, a gold crown that makes the name glow in purple and gold. If you had no badge on, or a free one, it goes on right away. If you had a badge bought with Ora or earned, yours stays, and the badges button blinks until you open the badges, where the VIP badge is ready for you to wear whenever you like. When VIP ends, the VIP badge comes off and the one you wore before comes back.

The bank

At the bank counter you deposit, withdraw and send Coins to anyone, in any city, online or not (1 Coin per transfer). In the Send tab, just tap a friend or a family member to choose who gets it, or type anyone else's name and family. If the person who gets it is playing, in any city, they see a notice at the top of the screen right away with the sender's face and name and the amount; tap it to open the Bank app. Someone who is not playing sees it in the bank's Statement.

In the bank's Invest tab, your Coins grow 1% every game month (30 game days, about 12 real hours), a little every second. The green Earnings card shows only what you have earned so far, how much the investment earns a day and a month, and a bar to the next whole Coin. When you type an amount, you see what it would earn a month. What you invested with transferable Coins stays transferable and kept apart; the non-transferable Coins you invested and the earnings (the card shows both, like "400 + 3.01") go back to your wallet as non-transferable, the earnings first. Only whole Coins are redeemed, and each part has its own button.

In the bank's Exchange tab, players buy and sell Ora for Coins with each other. The board shows the price of the last Ora sold. On sale lists the Ora offered, cheapest first, and Wanted the Ora players want, best price first: tap Buy or Sell on a price to trade at it. You can also buy or sell at market price (the best prices there are right now) or put an offer at your price and wait. An offer takes from your bank account the Coins it will pay, or from you the Ora it sells, and gives them back if you cancel it. The Coins of a sale go to your bank account and the Ora you buy to your Ora; both are transferable. Only transferable Ora and Coins of the bank account trade. The seller pays a 5% fee, only when the trade happens. Every offer is worth at least 100 Coins, and you can have up to 5 offers open.

The Bank app on the phone shows, from anywhere, your bank balance, how much you have invested, how much it has yielded, how much it earns a month and the price of the last Ora sold. Depositing, withdrawing, sending, investing and trading Ora still happen at the bank counter.

Face to face, Trade on the other player's profile opens the Trade, for free: the other person accepts or declines the invite. Tap an item in Your inventory, or drag it, to put it in You give: Coins, Ora, car, motorbike, bicycle, roller skates, scooter, skateboard, fishing rod, cooler, pet food (common and premium, the open bag too), pet ball, leash, food, baits, fish, coffee, stored furniture and designer clothes. Anything with a quantity always asks how many. The cooler goes with what is in it, and a stored fridge goes with its food: what is inside shows apart, tagged Chilled. You get shows right away what the other person put in, and tapping one of your items in the trade takes it back. When both tap Ready, Confirm shows up, and the trade happens when both confirm; any change unticks both Readys. Each side puts in up to 8 different items. Items with a padlock cannot go to another player: tap them to see why. If you walk apart, the trade ends.

Coins from missions, from the administrator and other gifts from the game are non-transferable: they never go to another player or into the bank account, but they can be invested. When you buy something from the game with non-transferable Coins in your pocket, the purchase shows the price twice: tap the plain price to pay with the transferable ones first, or the price with the padlock to pay with the non-transferable ones first. With no transferable Coins in your pocket, only the price with the padlock works. Prices set by other players take only transferable Coins. If the balance you chose is not enough, the other one pays the rest. Before using non-transferable Coins, the game shows how many of each will be used and what happens, and you confirm. Purchases with no price window (taxi, vehicle rental, bus ticket…) ask the same way. The Trade shows how many you have, with a padlock. Ora is always transferable.
Vehicles, bikes and skates, fishing rods, coolers, furniture and tuning: if you pay with the padlock price, or your transferable Coins are not enough and part of the price comes from the non-transferable Coins, the purchase shows a lock and the item becomes non-transferable for good: you use it as usual, but you can't give it, sell it to another player or put it up at the notary's office. The dealership still buys the vehicle back, paying in non-transferable Coins. Lots, the buildings on them and a farm's fields and corrals are paid only with transferable Coins: a lot can always go to another player and be put up at the notary's office.

More topics

First steps Skills Homes and plots Farm Água Doce and the river Vehicles Relationships Pets Leisure Health and police

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