Moderation Stack, Multi-Account Design & City Minigames

Telegram: @𝙑𝘿2 • 𝕷𝕭 | ᴮᴺ'ˢ • [ • 𝑻𝑪𝑵.𝒐𝒑'ˢ ! • ]

Telegram moderation (4 linked chats + admin bot), extended bot tooling, city chat + automations, multi-account & squads philosophy, top-3 rankings/tags, tap minigames (cars, shops), squad competitions — open-source aligned.

Leaderboard rank (byon this page):#3of 12

Full pitch

🔴 1 Moderation / Community Four channels/chats linked together with a moderation/administration bot: 1) Communication channel 2) Community chat 3) Logs channel (not public — for logs only) 4) Admin chat I have this system; there are official bots you can legally clone with their own options. I run bots like this. The bot runs in the admin chat. If there is a problem, I take the ID from the exclusive logs chat (ID / user / etc.). Five years later, if you have a problem with me, you know where to find it in the logs — it is not used for casual talking. The bot works across all four chats. From the admin chat you can mute or ban anyone across the four chats you are in, and interact with admins through the bot since it has access to all of them. 🔴 2 Bot functions • Besides the security bot, it can act on all four channels/chats at once through moderation. • A special option to unmask channels if things get out of hand — without banning users. It is like a mute, but it unmasks the user/channel. What I describe exists in the wild with examples. I have bots with this moderation and control; they are fully functional. 🔴 Implementation of a moderation bot (open source exists) • Music playback from various platforms • Direct playback of videos from any platform inside Telegram (e.g. YouTube, TikTok, etc.) — here in the community • Scanning for: files of all types, domains, audio, fraudulent IP addresses, etc. • In the logs channel: show previous and subsequent display names for a Telegram user ID when they rename — everything is recorded without being public-facing This applies to users broadly. It is open source. 🔴 Are you ready to moderate Telegram and Squads — with all this control, four chats, and multiple accounts? 🔴 3 Communication • The central chat (city chat) is the hub: entry through bots, so everything stems from there. • The central chat needs the same moderation depth (individual mutes/bans, etc.). • Besides announcements, allow short event-style videos like in the channel, help links, etc. — a real “TG city chat” with moderation. • Delete messages, etc. Automation for the city chat: • Automate generic, non-repetitive (“ambiguous”) messages that work for anyone — e.g. “Hey, do you know how to get around?” with a help link — on a timer (on a schedule), with several variants so they do not repeat. This saves moderator work. • Add some ambiguous, challenging prompts to provoke replies and encourage interaction. 🔴 4 Sub-chats, arenas too (Extend the same ideas to sub-chats and arena-related spaces.) 🔴 5 Multiple accounts 1) Telegram ecosystem reality: multiple accounts are part of why some projects reach #1 — allowing them can add protection and reduce certain cheats when designed well. 2) Fairness framing: if others cannot have them, neither should insiders — everyone equal, or no one. 3) Personal stance: I can pay twice or three times, but I should only win one prize once. 4) Arena / pool: moving the arena and filling the pool — paying more for a match and losing on both accounts can still add liquidity for everyone. 5) Multiple accounts can benefit the project when the economy is designed around real usage. 6) Telegram and Squads naturally intersect with multi-accounting; distinguish administrators from abuse of power. The game is multi-account by nature in practice. 7) Banning multi-accounts may hurt stats and revenue cycles; the system may be built assuming activity from many accounts. 8) Do not let bad-faith noise dictate policy. 9) “I filled the pool…” — shared ownership mindset vs. people who only complain. 10) Allow multiple accounts; arena design can absorb edge cases; that is what systems are for when there is abuse. 11) Early growth: especially at the start, over-restricting can stall momentum — design for scale (e.g. 10M users) from day one. 12) Safety can depend on how multi-accounting is configured. 13) Encourage legitimate multi-account behavior (non-admins) to reach #1. 14) How large communities operate — honeypots, letting some behavior happen to learn or chat; early pain when it was not under control. 🔴 5.6 Multi-accounting / Squads 1) For a squad to stay competitive long term, multi-accounting is framed as part of survival in this pitch. 2) Most important: for squads to work at scale, use a systematic tap or time-limited captcha — not “break the code” puzzles that kill participation. 3) Design a brake or trigger switch depending on goals — multi-accounts can govern how testing works for squad events (“for ease of use”). 4) If multi-accounts are fully banned, not everyone can play at peak times — anticipate traffic; optional future “codebreaker” style checks for squads to trim abuse without killing the feature entirely. 🔴 7 Game / top system — old & new with Squads 1) First, second, and third place should get rewards and notification messages — separate treatment for regular vs raid leaderboards. 2) Players with more than one “play” can still generate progression hooks. 3) Show initials or badges in rankings for top 3; squad tag privilege — e.g. replace long name with (01) plus squad tag (e.g. BNS) as minimum visible identity; lower ranks more anonymous or “punished” by less visibility (as described in pitch). 🔴 7.8 Squad levels / OP / correlation • If I lead in raids, my squad does more damage than a lower squad — higher level steals more; OP raid count or experience feeds lane/squad power. • Squad tags, top 3, and raid volume tie together for “most damage” narratives. 🔴 9 “Tap the city” 1) Moving cars: police, taxi, regular cars, etc. 2) Steal cars — some empty; broken windows + “Crash” style feedback. 3) Rewards: $CLEAN, energy, or both for many stolen empty cars; energy could tie into direct raid actions. 4) Ranking for stolen cars — e.g. 580 stolen vs 10 matters for power feel. 5) Stolen cars feed a ranking table with squad tags for top placements, linked to raids — systems stay connected. 🔴 10 Robbed shops • To the right of the laundry, two shop buildings: tap / break windows until reward; rank it with squad seal/branding like other leaderboards. 🔴 9.10.11 Car and store robberies — squad layer • If not done individually on the map per operator: car and store robberies can be squad-only activities (car thefts / store robberies inside squad sections and missions). • Squads compete on combined rankings for both, with activities like captchas that cost time — doable one way or another. • Multi-accounts explicitly called out as a way to “move things” in the ecosystem. Closing: at minimum this is the direction I see (could be a mini-game like stealing a radio, or robbing shop windows with a playful moon-landing vibe). Reference: PlayStation 2 game *The Warriors* — deeper than the movie; worth a look for urban squad energy.

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