SETTING
The City is within a large, shielded dome, and is split into ten 'tiers' or levels. The tiers are connected by clusters of lifts to one another. Tiers #2-10 have five clusters of lifts spaced around the main pillar, which contains the central lift cluster and the majority of plumbing and wiring. The top tier, Tier #1, contains the laboratories and living quarters for the scientists, as well as a number of other areas not disclosed. The only way to get to or from Tier #1 is via the central lift cluster, which is only accessible via Tiers #1 and #10. Therefore, all new arrivals will be sent down the central pillar to Tier #10, then into one of the five main clusters to get to their accommodation level. The lifts cannot be hacked or taken apart without mod permission.
Accommodation is on Tiers #3-6, although currently only Tier #6 is operational. More levels will be unlocked as needed. There are ten apartments on each level. Apartments are built to contain four people each, rather than the single apartments of the previous layout, and hold two adults and two minors to simulate the family setting. Each residential tier has a small shop for purchasing food and essentials; a pub for the (sometimes heavy) consumption of alcohol that also sells hot meals between 11:00 and 16:00 (alcohol will not be sold to those under eighteen); and a laundrette that costs 20c per cycle. All facilities are operated remotely, via terminals. The order is entered, paid for by key and code, and the products are dispensed.
The pub is lit more dimly, with several dispensing terminals along the far side. Seating is arranged with booths around the sides and larger tables for groups in the centre. There is a jukebox to the side that plays practically any song (5c per song, but it has a three-for-two deal, so it's better to pay 10c straight away). The laundrette is plain, with one wall lined with washing machines and another with tumble-dryers. Washing powder is dispensed directly into the machine, and is included in the 20c charge.
Apartments are built to house four residents each and have two floors, containing the following:
» two adult bedrooms (large single bed, wardrobe, desk with a lamp, shelves)
» two minor bedrooms (containing the same but slightly smaller, with a brighter colour scheme and fewer sharp edges)
» a large bathroom (bath, toilet, sink with storage beneath)
» a small bathroom (shower, toilet, sink)
» a large kitchen/dining room (oven, fridge-freezer, cupboards, microwave, toaster, kettle, sink, table with chairs)
» a living room (three-seater sofa, two armchairs, bookshelves, coffee table)
The front door opens into the living room area, with the kitchen and dining area further back. To one side are doors leading to the minor bedrooms and the small bathroom, and a set of stairs that lead up to a small landing, which has doors to the adult bedrooms and the large bathroom. There are windows that face onto the street, but they do not open.
The recreational levels (Tiers #7-8) are haphazardly-arranged. They include gyms, with areas of astroturf and courts for competitive sports. There is also a large swimming pool. There is a larger shopping area that actually displays a variety of goods (mainly clothing and food) rather than rely on dispensers, with a self-checkout system.
The holographic areas [currently offline] display a total sensory illusion to the character using them. It will show a variety of things, including the person's 'home world' on request. A 48-hour waiting period is required after the scene request is entered (which can be done remotely from their laptop), after which the character will receive a notification that their room is ready. There is an arcade with non-conflicting games such as first-person shooters, music-based games (dancing stages, karaoke, instrument simulators) and racing games. There is also a game of whack-a-mole. All games cost 5c to play.
All levels have a holographic ceiling that displays normal weather conditions. Weather such as wind, rain or snow will not be simulated. The lighting changes to show night and day, but does not change with the seasons. Sunset is at 19:00 and sunrise at 07:00. Temperature can be altered to preference within an apartment, but changes according to the weather simulation in the main areas.
Clothing is nondescript. The wardrobes contain a variety of underclothes, pajamas and simple clothing such as jeans, shorts, skirts, and tops of various sleeve lengths and styles. All are in basic colours such as white, red, black, blue and green. Clothing may be purchased from the recreational areas or ordered remotely to be collected at your local shop, and such clothing can be as strange as your character can find in the catalogue. One pair of black shoes and one pair of sandals is also provided as default. Sewing equipment (needles, thread, scissors) can be found in the residential shops if a character wishes to make or adjust clothing.
LIFE IN THE CITY: WHAT TO EXPECT
- the morning scan. Every morning at 08:00, the houses are scanned to check the state of their residents. No area of the house is excluded so it does not matter whereabouts they are, provided they are within the structure. Being in another house during the scan may prompt a warning being sent over the network; no further action will be taken.
- Citizenship awards. Every week, the Centre award extra credits to those residents who have managed to keep their living area the cleanest. This goes to one apartment per tier. Three additional residents will receive a bonus for contributions to the community such as helping new residents or organising a party. More awards may be issued at a later date.
- special offers. Pubs offer deals on drinks every Friday (half price on selected beverages; three for the price of two)
- the disciplinary chip. Residents have a special chip embedded within their bodies to help prevent violence or other problematic conduct. A violent action (trying to punch someone, attempting to set up a malicious trap) will prompt a slight shock that causes pain and some brief muscle spasms for no more than a minute. If they try to continue, a stronger shock will be triggered that disables the muscles for five minutes. Any attempt after this will result in their being rendered unconscious. If someone initiates any kind of incorrect action with a designated minor (sexual acts, even implied, will count), they will receive the first level of deterrence.
- training sessions. As they are apparently training as a special force, all City residents will have training sessions written into their schedules. These will include endurance boosters and standard physical exercises, as well as some military training.
ENTRY PROCEDURE
Upon 'arriving', your character will be given the spiel as seen on the
profile info. They will be under the effects of a mind-numbing drug to prevent reactions whilst still within Tier #1. They collect their effects (a mobile phone equivalent with internet access, their credit key, the key to their apartment, their ID card) and proceed to the lifts. The journey down takes about ten minutes, in silence. The drugs will start to fade in the more resilient people at this point. They then arrive in Tier #10, or a small part of it, and go down another corridor (indicated by it being the only one lit up out of five) to the second lift. This then rises to the accommodation level. The drugs have completely worn off by now, and your character will start to react rather than mindlessly follow instructions. The lift opens to the 'street', facing the shop/pub/laundrette area; the apartments fan out on either side, clearly marked with their numbers. The entire street curves slightly inwards, as the buildings are around the 'outside' of the level. There is a dispenser placed in front of each lift that gives you a
newsletter if you go near it.
Your character will remember everything that happened during this period. They will have 200c automatically in their accounts, and instructions on how to earn credit will be given in the newsletters.