Garly · City Ambassadors Open City Ambassadors →

One person holds one city.

A danger map is only as good as the people who walk those streets. City Ambassadors gives every city a keeper, gives its citizens a reason to map it, and pays both out of a shared $GARLY vault — by the work the city actually does.

Manual · Edition 1 Live at garlyapp.pro/app/ambassadors Every figure is the live app
01

The two roles

Citizen and Ambassador are separate records on the same account. Buying a city does not make you a citizen of it, and being a citizen gives you no claim on the city. You can be one, the other, or both.

CitizenAmbassador
CostFreeThe city's price in $GARLY
LocationWithin 400 km of the city, unless invitedNot required — buy from anywhere
How manyOne home city at a timeOne city at a time
You needAn account and a Solana airdrop walletThe same, plus $GARLY and a wallet to pay from
You earnA slice of the Ambassador's pot, if they share oneA weekly slice of the vault, plus $GARLY premium from your own city
In-app explainer: Citizen and Ambassador are not the same
Fig. 1The programme explains itself before you commit to either side.
City Ambassadors home showing where Garly is used
Fig. 2Where Garly is already used, and the cities still open.
02

Joining a city

Joining is free and happens under My city → Cities. It needs three things: a signed-in account, a Solana address saved as your airdrop wallet, and either presence near the city or an invite. It is not a purchase.

  • The distance rule. 400 km from the city's coordinates, measured at the moment you join. Location is checked on the server, not taken from the page.
  • Invites beat distance. Opening a city's invite link lets you join from anywhere. The code is credited to whoever sent it, and a citizen's own link still credits the Ambassador of that city.
  • The airdrop wallet is where the money goes. Weekly $GARLY is sent only to the address you type in Hall. Connecting Phantom does not change it and never receives anything — Phantom is a way to pay, never a payout destination.
  • Moving cities has a cooldown. One move per 30 days. Ambassadors are paid on the people counted in their city, so without the cooldown a group could walk the same accounts around the map and be counted twice.
  • Leaving burns your XP. Leaving from Hall asks twice, then resets every XP point on the account. It does not sell or release a city you own.
My city screen before joining, with Find your city
Fig. 3Before you join. Find your city, or open someone's invite.
City list where every entry reads Join free, not a purchase
Fig. 4Every city reads the same: join free, not a purchase.
Milan city sheet with the airdrop wallet field and Join as a citizen
Fig. 5The airdrop wallet is required before Join as a citizen will do anything.
Invite panel with a personal code and Copy invite link
Fig. 6Your invite link. Anyone who opens it joins free, from anywhere.
03

Buying a city

Open Find. Every city that is still open is listed with its price in $GARLY, and you can sort by it. Buying takes one payment from your own wallet, and the money lands in the vault — not in an NFT.

Cities for sale sorted by highest price
Fig. 7Rome 1,762,000 · New York 1,602,000 · Milan 1,200,000 $GARLY.
Search results for Crema showing nearby cities and prices
Fig. 8Search by name. Cities you already live in show your status instead of a price.
Crema city page, 38,000 GARLY to become the Ambassador
Fig. 9Crema — 38,000 $GARLY to become the Ambassador.

The title card

Every purchase runs through three marked steps — review, pay, voucher — and states plainly where the money goes before you sign anything.

Buy city title card in the review step
Fig. 10Review: amount, mint, destination, and the wallet rewards will be sent to.
Pay 38,000 GARLY with Phantom or Solflare
Fig. 11You pay 38,000 $GARLY. It goes to the city pool. After this you are Ambassador.
Wallet confirm transaction showing minus 38,000 GARLY
Fig. 12The confirm happens in your own wallet, on Solana.
Verified on chain

The server reads your transaction back through the chain before it writes the claim, checking the mint, the destination and the amount. A payment a hair under the price is tolerated for rounding; a real shortfall fails and nothing is written.

One Ambassador per city is enforced by a unique index in the database, not by a check that two simultaneous buyers could race past.

City bought, congratulations, Crema is yours
Fig. 13The deed, with the mascot.
Payment confirmed with a downloadable PDF voucher
Fig. 14Payment confirmed. Download the PDF voucher, copy your invite link.
The city you own, with counts and invite code
Fig. 15Your city: citizens, danger mapped, pins registered and declined.

The city belongs to the account that completed the buy, not to the wallet that paid. Sale proceeds and weekly $GARLY go to the airdrop wallet you typed in Hall.

04

Running your city

Owning is the start, not the result. Levels need people and time — both. Time alone would reward sitting on a city; people alone would let someone buy a burst of attention.

  1. 01Scout0 citizens · day 0
  2. 02Voice10 citizens · day 7
  3. 03Guide50 citizens · day 30
  4. 04Guardian200 citizens · day 90
  5. 05Beacon1,000 citizens · day 180

Citizens count as active, not merely registered. Badges — Founder, First Ten, Landmark, Season, Year, Steady — record something that happened and are never taken away.

What each level unlocks in Hall

Every Ambassador can write the city's identity, post notices, see the roster and message a citizen from day one. The heavier tools arrive as the city grows.

From levelUnlocks
2 · VoiceRemove a citizen, named gifts, 1 bounty slot
3 · GuideTop up the citizen pot, 2 bounty slots
4 · Guardian3 bounty slots
5 · Beacon5 bounty slots

Selling, releasing, and staying covered

  • Listing puts the city on sale at its grown worth, never below the original ticket. The next buyer pays your airdrop wallet directly — that money does not pass through the vault. Unlisting cancels.
  • Releasing hands the city back to the map for nothing.
  • The city has to stay covered. A background sweep checks that each Ambassador still holds their city's cost in $GARLY. Once a wallet no longer covers it there is a 7-day grace period before the city is released — long enough to notice the email, short enough that a lapsed Ambassador cannot sit on a capital.
In-app steps for running a city
Fig. 16The whole job, in the app's own words.
An Ambassador's daily missions
Fig. 17Your missions are the city's missions: get danger on the map, then keep it true.
05

Missions and XP

Missions are the work the pool measures. A credit is one row — one account, one mission, one UTC day — and the same write moves your XP, so the app and your total can never disagree.

ActionXPNotes
Join a city12Pays nothing if you arrived on an invite — the same arrival is never paid twice
Join by invite10The only action that ignores the daily cap
Map danger or a safe place8
Invite someone8Credited when the link truly reached the clipboard or share sheet
Post about Garly on X8Link verified; the same post cannot be reused
Follow on X6Once
Join Telegram6Once
Stay active6
Add a place4
Confirm or deny a pin1
  • Weekly missions pay +4 on top of the action's own value.
  • The daily cap is 20 XP, rolling on UTC days, so a week of missions cannot be finished in one evening. A mission worth more than the room left today is paid down to the room, not refused.
  • Cadences. Daily missions reshuffle each UTC day, weekly ones each Monday UTC, community ones are one-off.
  • A burn resets the day too. After XP is burned by leaving a city, only credits written after the burn count against today's cap.

The XP ladder

XPRankXPRank
0Spark210Ally
30Sprout320Shield
75Buddy470Confidant
130Guardian650Guide
900Ascend
24h missions with XP values and reset clock
Fig. 18Today's missions, with what each pays and the clock until they reshuffle.
XP island and citizen card
Fig. 19The XP island and your citizen card, above every tab.
06

The danger map

Red pins are the point of the city, not decoration. Mapping them and checking them is work the pool pays for, and confirmed pins raise what a city is worth.

  • Votes are weighted. A citizen's vote counts 1; the Ambassador's counts 3, because they are accountable for their map.
  • Confirmed at 3 weighted confirms, when confirms are at least denies. Challenged at 3 denies, when denies outweigh confirms.
  • Denying needs a written reason of at least 16 characters. A single tap must not be able to erase a real risk.
  • You can never confirm your own pin — though you may say it is no longer true.
  • The reporter's name is never shown. The reason on a challenge is public; who mapped it is not.
Marking a danger spot with an address and a radius
Fig. 20Name the spot, find the street, drag the pin, set how far it reaches.
Writing why a zone is risky before saving
Fig. 21Say why. The reason travels with the pin; your name does not.
Pins waiting to be confirmed or challenged
Fig. 22Pins other people reported, waiting to be confirmed or challenged.
The shared world map with city clusters and a legend
Fig. 23Every pin lands on one shared map — cities, taken, yours, danger.
07

The vault and the weekly payday

Cities are bought with $GARLY and that money funds one vault. Once a week the vault is scored, the list is frozen, and a payout file is exported for a human to send.

Who can see it

The vault address and balance sit at the top of both the Ambassador and My city pages, and only citizens and Ambassadors can see them. For anyone else the figure is not merely blurred on screen — the server never sends it. The balance is read from the chain behind a one-minute cache; if that read fails, the page falls back to the programme's own books and says so, rather than presenting a stale figure as live.

The weekly budget

budget = floor(vault × 5%)
         capped so that   vault − budget ≥ 50% of everything ever bought in

5% of the vault is drawn each week. The other number is an endowment lock: half of every ticket ever paid stays put, so Ambassadors who arrive later still have a pot to earn from.

How the budget is split

work   = active citizens + danger reporters
       + (your own week XP × 2) + citizens' week XP + invitees' week XP

tenure = min(3.0, 1 + 0.1 per full month held)   0 for the first 7 days

slice  = your weight ÷ every Ambassador's weight   weight = work × tenure
  • The ticket price is not in the formula. Paying ten million for a capital earns nothing by itself.
  • An idle city weighs nothing. Work of zero is a weight of zero, whatever was paid and however long it has been held.
  • The first 7 days pay nothing, so buying just before a distribution and leaving afterwards is not free money.
  • Your own XP counts double in your city's work, so growing the city pays you more than being one more citizen in it.
  • Nothing is rounded away. Amounts are whole $GARLY and the undividable remainder is reported, not quietly dropped: paid out plus remainder equals the budget, exactly.

The citizens' share

An Ambassador may pass up to 50% of their weekly slice to the people doing the work. The default is zero, and it comes out of your slice — it is not extra vault money. Within the pot, each citizen's share is proportional to their week.

citizen work = their week mission XP
             + 1 if signed in this month
             + 1 if they mapped danger

Citizens with no airdrop wallet, and dust under 1 $GARLY, return to the Ambassador. From Guide upward you can also top up a separate citizen pot from your own pocket, which is split entirely among the same workers. Stipends land in a ledger a citizen claims from Hall, so a share does not have to wait for the weekly file.

The second stream

$GARLY premium paid by people who live in your city goes to you in full, on top of the pool, and is never shared. It is paid regardless of the 7-day minimum, because it was earned by that city rather than shared out of a common pot.

Premium paid in ordinary money never appears here at all — the app stores take it and it goes to Garly, so no store's payout rules touch any of this.

In-app explanation of work times tenure
Fig. 24Work × tenure, as the app states it. An idle city weighs nothing.
Reward share control set to zero percent
Fig. 25Reward share. Yours to set, up to half, and reversible.
08

What a city costs, and what it is worth

Pricing is pure arithmetic — no database, no network. The map can show a price before anyone connects a wallet, and the same city always prices identically.

  • $GARLY has a 1 billion supply; all city titles together stay inside 900 million.
  • Milan is the reference at 1,200,000 $GARLY, because people already use Garly there. Cities in countries with live usage are priced against Milan by population and importance, and the live-usage weights are frozen — a quiet day in the analytics window cannot move a price.
  • Places with no live usage sit in a cheap band — about 24,000 for a standard 100,000-person city, capped at 33,000.
  • Floor 5,000, ceiling 2,000,000, rounded to the nearest 1,000.
TierPrice from
Townunder 40,000
City40,000
Major200,000
Metropolis1,000,000
Landmark1,500,000

Worth is an appraisal, not a yield

lift  = min(2.5, active × 0.06
              + reporters × 0.04
              + confirmed pins × 0.03
              + days held × 0.0015)      days counted up to 90

worth = max(ticket, ticket × (1 + lift))

An idle city is worth what was paid for it. A sale lists at the grown worth, and the buyer pays the seller.

09

Around the app

One page, two roles, switched from the header. Each role has its own tab strip, and both show the vault, the XP island and the mission clocks above the tabs.

TabWhat it holds
TodayDaily, weekly and community missions, with their reset clocks
HallBio and rules, notices, bounties, every citizen, gifts, removals, the citizen pot, the airdrop wallet
ChatCity-only conversation. Outsiders cannot post, and the Ambassador's messages carry an Ambassador tag
MapThe city pin plus red danger pins to confirm or deny
Find · CitiesBuy a vacant city, or join one for free