NEIGHBORHOOD CONFLICT VIDEO GAME MANUAL | TITLE SCREEN
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I
You play as a kid in a neighborhood where the kids have set up a simulated economy. You can use various financial tools and social strategies to gain power. The goal of the game is to build wealth, score is achieved by attaining United States Dollars. You start at a random age from 5 to 17. Your game will end if you turn 18 before the game itself ends, which finishes after 1997 is complete.

II
You will first be placed at your family's household. Here you can utilize your abilities by taking actions. You receive random abilities depending on your age. You receive more abilities with each birthday. The initial strategy you take will depend on the way you want to achieve success in combination with what abilities you have been granted. If you have any siblings they will automatically take an action whenever you do, and are managed with a simple AI mechanism.

III
You can take actions based on your abilities. After an action it will not be available for a certain amount of time. The amount of skill you have in a particular ability can determine its effectiveness and amount of time required before its available again. The result of social actions depends on the perceptions of kids involved mix with some randomness. Kids receive 2 random abilities each year on their birthday, if the kid already has the ability given their skill in that ability is increased.

IV
Each kid has a prestige in the neighborhood from 1 to 9. Each kid also has an opinion and perception of each other kid from 1 to 9. The perception is an average of the other kid's prestige and kid's own opinion of other kid. Prestige is gained and lost through combat, and opinions are gained and lost through social actions.

V
Each kid can potentially create a custom type of currency. The value of each custom currency depends on how many villages accept it, and how many properties and shops are at those villages. Each village has a chief, and the chief's perception of all kids that have custom currencies is what determines if they are accepted at the chief's village. The chief is determined by the perceptions of kids that own properties and shops in the village. This is expressed in an everchanging and automatic election for each village.

VI
If you take an action that requires money but do not have any custom currency, your kid will attempt to spend USD. If there is not enough USD available your kid will attempt to take a loan to cover the cost. So if you do not want to take a loan be careful when using actions that involve spending.

VII
Each kid has their own company which is tied to them, and shares can be sold to raise funds. You can click on stock market to buy and sell shares in various companies.

VIII
The kid who discovers a village is its original chief. After that the chief is decided by elections. Any kid that is a landowner in the village will vote for a landowner, other than theirself, that they have the highest perception of. Elections are continuous, so the chief of a village can change at any moment.

IX
The parents of each household have 3 attributes that determine the chance of their kids getting grounded, the chance of shops at the villages of their household being destroyed, the chance of assets of household kids' companies being destroyed, the difficulty level of discovers new villages and properties, the difficulty level of building shops, and the amount of USD a kid receives on their birthday.