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The Family Dog

Every family can have a dog. You adopt a puppy at the kennel of the nation you are in, give it a name, and from then on it lives with you: it eats from your backpack, needs a vaccine and at least one outing a year, and learns through two short minigames. Look after it and it makes every year happier; neglect it and it runs away. When you die it stays in the family and passes to your heir. It is all optional — nobody loses anything by not having one.

Adopting a puppy

Go to Social › 🐕 My Dog. Without a dog, the page shows the kennel of the nation you are currently in, where a puppy is always waiting.

The free puppy is a thank-you for looking after a dog until the very end. It does not apply if your dog died of illness or at zero health, was taken away, ran away, was lost because you had no home, or was taken back to the kennel.

The name

You choose it when you adopt, and it cannot be changed later. It must be 2 to 20 characters long and can use letters (accented letters and other alphabets too), numbers, spaces, apostrophes, hyphens and dots. It must start with a letter or a number, and emoji are not allowed. Names containing a banned word are refused, the same rule as for party and religion names.

There are only puppies in the kennel. A dog that leaves its owner, for whatever reason, goes to a new family outside the game.

Age and old age

A puppy is born the year you adopt it, and one game year passes every real day.

From the age of 10, every year change can be the last. The chance depends on the age the dog had during the year that is ending:

AgeChance of dying of old age
105%
1110%
1220%
1335%
1450%
15100%

A happy dog lives longer: if its Happiness is 70 or more, the chance is halved (at 13, from 35% to 17.5%). At 15 it stays certain, so no dog lives past 15.

A dog whose Health reaches 0 dies at once, at any age. Losing a dog to old age or to zero Health costs you −15 Happiness.

The three stats

Each goes from 0 to 100 and falls a little at every year change:

StatStarts atYearly fall
❤️ Health100−5 (senior −10)
😊 Happiness70−10
🎓 Training0−3

Health goes up with HQ Food and Vet Visits, Happiness with walks, the park and HQ Food, and Training with training.

The profile also shows whether the dog is vaccinated and until which year, whether it has been out this year, its bowl, and what it will give you at the next year change.

What happens at the year change

Everything below happens automatically, in this order:

  1. No home: if you are homeless, the dog goes to a new family (see Heirs, jail, travel and home for the one-year grace).
  2. Happiness at 0: the dog runs away.
  3. Old age: from 10, the roll in the table above.
  4. Food: the dog eats 1 food from your backpack, or you pay the fine.
  5. No outing all year: −10 Happiness.
  6. The yearly fall of the three stats.
  7. Illness: an unvaccinated dog has a 25% chance to lose 30 Health.
  8. Health at 0: the dog dies.
  9. Your share: the Happiness the dog gives you, or costs you.

The dog is judged on the year it had. Running away, the old-age discount and the Happiness it gives you all use the Happiness the dog had during the year, before steps 4–7 change it. Food, outings, the yearly fall and illness count towards the year that begins, so there is always a year to put things right. Only Health at 0 takes effect at once.

Food and the bowl

The dog eats 1 food a year from your backpack, and it eats last: after you and after your children, so it never takes your meal. The 🥣 bowl on its profile decides what it eats (Normal Food when you adopt). You can change it at any time.

FoodEffect on the dog
LQ Food−3 Health
Normal Foodnone
HQ Food+3 Health, +5 Happiness

If the bowl's kind has run out, the dog takes another one, cheapest first. Within one kind it eats the units with the most stars first, and what it eats moves your Lifestyle exactly like your children's food does.

No food

With no food left for it, the dog loses 20 Health and 20 Happiness, you pay a $1,000 fine, and your Lifestyle is pulled down as if a child had gone hungry. A second year in a row without food costs the fine again, and the dog is taken to a new family.

Count the food in your backpack. You eat first, then each of your children, and the dog only gets what is left. If there is nothing left for it, Home › Things To Do tells you before the year changes.

At least one outing a year

A dog needs to go out at least once a year: a Walk or a walk in the park is enough. A dog that never went out loses 10 more Happiness at the year change.

What your dog gives you

At every year change, the Happiness your dog had during the year changes yours:

Dog's HappinessYouSenior dog
80–100+10+20
50–79+5+10
20–49nothingnothing
1–19−5−5
0the dog runs away

The bond grows with the years: a senior dog gives twice the joy of a young one, so an old dog is worth more than a puppy, and it pays to keep it happy for as long as it lives.

Your own Happiness falls by 15 a year, and it affects your pay: above 70 your wages rise by 5%, above 85 by 10%, while below 30 they drop by 10% and below 15 by 20% (see Character Stats). A very happy dog wins back most of that yearly fall.

Vaccines and vet visits

Both are used from the Vaccinate and Vet Visit buttons on the dog's profile, not from the backpack. One unit is used each time, the one with the most stars first, and it moves your Lifestyle like a voucher. Both also work from jail and while you are busy with another activity.

Example: a dog vaccinated in year 100 is covered in years 100 and 101. In year 101 the profile and Things To Do remind you to renew. Left unvaccinated, from the end of year 102 it has a 25% chance of falling ill at every year change.

Only player vets make them

Dog Vaccines and Vet Visits are made only by players with a Veterinary Clinic, which needs the Degree in Veterinary Medicine (see Companies & Production). The State never sells them. You find them at the Market › 🐾 Vet; if your nation has no vet, only under 🌍 Imports, with import and export taxes on top. The vet sets the price.

Train: Repeat the Commands

Your dog shows a series of commands, one after the other: 🪑 Sit, 🐾 Paw, ⬇️ Down and 🔄 Spin. You tap them back in the same order. The first round has 3 commands and each round adds one, up to 8, so there are 6 rounds; one mistake ends the game. You can also press Stop here and keep the rounds you have passed.

Walk: Sniff Out the Ball

A ball is hidden under one of 25 trees, in a 5×5 grid. Tap a tree and your dog sniffs it:

You have 4 tries. If you think each one through, you can always find the ball in time. A Walk counts as the dog's outing for the year, even if you skip the game. There is no puppy or sad-dog rule here.

Rules for both games

Your dog in the park

If you have a dog, it comes along on every walk in the park (Social › Social Activities › Parks) by itself — there is no extra button.

The walk in the park does not use up either of the dog's two Walks. It is only possible in a nation with a Park, voted and built by its Parliament.

Heirs, jail, travel and home

Without a home

The dog follows the same rule as children: if you are homeless at the year change, it goes to a new family. If you lost your home through no fault of your own — your landlord's property was seized, or the landlord died with no heir or left the game — you get one year of grace: the yearly report warns you, and the dog stays with you if you find a home before the next year ends.

Taking a dog back to the kennel

At the bottom of the profile, 🏠 Take [name] back to the kennel gives the dog up. It costs you −10 Happiness, the dog goes to a new family, and it does not earn you a free puppy. The game asks you to confirm first.

Where to find it all

See also: Marriage, Children & Child Care, Inheritance & Dynasty, Social Life, Nightclubs & Parks, Food, Health & Death.

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