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Social Life, Nightclubs & Parks

Meeting people

Random encounters happen automatically during work shifts. Chance = (Happiness + Status + 2 × Appearance) / 10, then scaled by your Social score (below 20 halves it, above 80 multiplies it by 1.4×), capped at 95%.

Social interactions

ActionRequirementEnergyConsumesConfidence gained
Chat—5—+2
DinnerConfidence ≥20251 Normal Food+30
Drive togetherConfidence ≥50, own a car201 Fuel+32
Gift jewelry (LQ/Med/Luxury)Confidence ≥100101 jewelry item+40 / +80 / +160
Spend the nightConfidence ≥200, own housing40—+80
Propose marriageConfidence ≥500—1× Luxury Jewelry—

Social Activities

Everything you can go out and do is under Social › Social Activities, split into two categories: Night Clubs, which cost money and are run by other players, and Parks, which cost nothing but exist only where Parliament has built one.

Nightclubs

Nightclubs are a company type with 4 tiers offering up to 3 drinks per visit; each drink adds Happiness and Social but costs some Health, and the venue boosts your chance of meeting people that night (+30 points, additive) with a gender bias that increases at higher tiers. A visit costs 10 Energy and takes 30 minutes. Nations can vote a Nightclub Tax licence fee (0–500/year per venue) paid to the venue's nation; 2 unpaid years closes all of that owner's venues in that nation.

The showcase lists only the venues in the nation you are currently in, and only the nights actually on sale. Nights are grouped by tier — entrance, +1, +2, +3 drinks — and within each group the venues run from cheapest to most expensive, with a Best Price badge on the cheapest. Since the effects of a night depend only on its tier and never on the venue, the price is the only thing left to compare. A Venue switch restores the older per-club view. Retail VAT is added on top of the listed price and goes to the State; you cannot buy a night at your own club.

Walk in the park

A walk is the one leisure action in the game that can cost nothing at all. It is available only if the nation you are currently in has at least one Park standing.

Duration1 hour
Energy20
Gains, immediately+5 Health, +5 Happiness, +5 Social
On return+10 points added to your chance of meeting someone, on top of the normal formula above
Limit2 walks per year (i.e. per real day)
Cost if you live near a parkfree
Cost if you live far awaya car you own — equipped or merely in your backpack — plus 1 Fuel

“Near a park” means the same area the park already affects: the inner or outer ring around it, that is up to two squares from the intersection it stands on. It is the same ring that gives your home its annual Social bonus, so if your yearly report mentions the park, the walk is free. A character who is homeless or in State Housing has no position on the map and therefore always drives.

Two walks a day will not keep you alive on their own, and that is deliberate. Health falls by 10 a year by itself, Happiness and Social by 15. Two walks give back 10 of each — real help, never a replacement for quality food, medical vouchers or a night out. It is also why the walk stays well below a night out on every count except Health: for the same Energy, an evening at a club buys roughly four times the Happiness and Social, and three times the chance of meeting someone.

Interrupting a walk works like interrupting anything else: the stats you were given at the start stay with you, the encounter roll is lost, and the walk still counts against your two.

With a dog. If you have a family dog, it comes along by itself: the dog gains +10 Happiness and the walk counts as its outing for the year, while you get +5 more Happiness (+10 in total) and +5 more points on your chance of meeting someone (+15 in total). Cost and limit stay the same.

🎩 The Elite Club

One club for the whole world, open only to those who live best. It is the reward side of Lifestyle: a low Lifestyle makes you ill, a high one opens these doors. Find it under Social › 🎩 Elite Club.

InvitationThe first time your Lifestyle reaches 80 you receive a report with an I'm interested button that opens the Club page. One invitation per character; an heir gets their own.
JoiningNever automatic. Press Join while your Lifestyle is 80 or more and pay the fee.
Fee$2,000 when you join, then $2,000 again at every turn of the year, charged automatically. It goes to the treasury of the nation you live in.
Staying inAt the turn of the year you stay a member if your Lifestyle is at least 70 and the fee goes through. Below 70, or without the money, you are out.
LeavingAny time, with the Leave button. No refund. To come back you need 80 again and a new fee.
HeirsMembership is personal: an heir starts outside the Club.

What members get:

The list of members and the current Official Club Suppliers are visible to everyone on the Club page.

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