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Economy

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

Your outfit runs on cash, with Influence, Respect and research alongside it. All cash comes from the buildings in the towns you hold. There's no stipend, no supply and no building upkeep. You grow by taking more towns or upgrading the ones you have, and you spend on your men.

How you use it

  1. Watch Cash on the outfit card (OUTFIT screen) or the top bar. It shows cash in hand and net cash a day.
  2. Grow the take: claim towns next to yours, and UPGRADE towns you hold.
  3. Put the right man in charge. A town's manager adds cash from his stats, and in OUTFIT → TOWNS, CHANGE shows what each candidate would add.
  4. Keep the roster within its seats. Going over cuts your income.

How it works

The purses

Purse What it is for Where it comes from
Cash Claims, town upgrades, soldiers' wages and kit Buildings in your towns
Influence Politics; the outfit's standing Neighbourhoods and Union Locals
Respect Hiring soldiers, buying levels, making capos Every bit of Respect a man earns also lands in the outfit's wallet
Research The research tree, which also holds the tier steps A daily rate, plus Libraries

There is no supply in the sandbox, and Factories make none.

How a town pays

Rule Live
Buildings earn Every building earns a little cash a day. None costs upkeep
Level Each town level doubles what its buildings earn
Manager Every town has a manager: the boss, unless you put a capo in charge. In an Office, each Business point above 5 adds cash, and in a Casino or Strip Club each Charm point above 5 does. Both scale with the building's level
Too many towns for one man A manager runs a set number of towns at full pay. Each town past that cuts what all of his towns pay
Grip A newly claimed town starts at 0 grip and pays a reduced share, rising to full pay as grip climbs to 100. A town with a local leader settles faster
Nothing paid An occupied, raided or besieged town pays its owner nothing
All to the outfit A manager keeps no share. Every dollar goes to the outfit's purse

What you spend

Line Live
Character wages A small daily wage for each adult member (the boss counts)
Wages Each soldier's daily wage, set by his class
Crowded outfit Going over the roster cuts your town take by a share, and every member likes the boss less. Nobody is forced out
Claims and upgrades Paid upfront in cash
Factories Cut what your soldiers cost to run (wages and kit), more with each level and with the manager's Muscle

Net cash a day is one ledger: character wages, town take, the crowding cut and wages. What it shows is what lands in the purse.

Numbers (all TEMP)

Number Value Where
Starting cash $5,000 settlement_economy.start_cash
Building cash a day at level 1 Office $50 · Casino $80 · Strip Club $40 · Chop Shop $30 · Factory, Gun Shop, Sword Shop $20 · Neighbourhood $15 · Union Local, Library, Dojo, Clinic, Burial Spot $10 building data with settlement_economy and foundation overrides
Level multiplier ×2 per level above 1 foundation.level_mult
Manager cash, per stat point above 5, × level Office $25 (Business) · Casino $30 (Charm) · Strip Club $20 (Charm) cash_per_stat_above
Towns per manager at full pay 4, +1 at tier 3 manager_town_cap, foundation.tier_rewards
Each town over that −25% on all his towns manager_overflow_penalty
Grip Pays 35% at 0 grip, rising to 100%; +1.5 grip a day, +4 with a local leader control_income_floor, foundation.control_gain_per_day, control_gain_anchor
Character wage $0.10 a day per adult member settlement_economy.member_wage
Roster over by 1 / 2 / 3 / 4+ −10% / −25% / −45% / −60% income; −15 opinion of the boss per head over roster_over_income_cut, roster_over_opinion
Factory army-cost cut 3% per level, +1% per Muscle point above 5 × level, capped at 50% foundation.factory_army_cut, factory_army_cut_per_muscle_above, factory_army_cut_cap
Influence Starts at 20. Neighbourhood +0.5 a day × level. Union Local +2 a day × level, +1 per Charm point above 5 × level influence_start, foundation.neighbourhood_influence, union_influence_base, union_influence_per_charm_above
Hire a soldier 40 Respect + 8 × his best skill foundation.hire_respect_base, hire_respect_per_skill

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
All cash comes from buildings in towns A seat stipend
No supply; Factories cut army costs instead Supply as a second purse, and Factories making supply
No building upkeep, so nothing goes dark DARK buildings for unpaid upkeep
A fixed set of buildings per town; grow by claiming or upgrading Building new buildings in a town
Managers by town, with a cap on towns per man Personal reach and borough capos gating income
Hires paid in Respect Hires paid in cash
Market shelves, Services and Connections (cash for Influence)

Sources

src/systems/economy.gd, src/systems/town_management.gd, src/systems/frontier_council.gd, src/systems/development.gd, src/systems/influence.gd, src/systems/squads.gd (class wages), data/buildings.json, data/config.json (foundation, settlement_economy)