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Payroll & wages

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 pays two bills every day, in cash: soldiers' wages and character wages. Neither has its own screen. Both show as lines in the outfit's cash ledger, and they come off net cash a day. Hiring is paid in Respect, not cash, so cash pays only for keeping men, not for getting them.

How you use it

  1. Hover Cash on the top bar, or open the outfit card, to see the Wages and Character wages lines.
  2. Before you hire a soldier, check his class: a Gunman costs three times what a Thug does to keep.
  3. Build or upgrade Factories to cut what your soldiers cost a day.
  4. Don't let cash hit zero. A broke outfit's soldiers start walking.

How it works

Soldiers' wages

Rule Live
Who is paid Every soldier in your outfit, in a squad or not
Wage per man a day 1% of his class's base price: a base of $50 × his class wage multiplier
Gear His gear is his own; a soldier's kit adds nothing to the daily bill
Stood down A following whose leader is off the board (hurt, travelling, or tied to a post) pays 30%
Wounded Still paid in full
Factory Cuts the whole soldier bill (see below)
Town Guard Draws no wage

Class wages

Class Multiplier Wage a day
Thug ×1.0 $0.50
Thief, Crook, Hustler ×1.2 $0.60
Gangster ×1.4 $0.70
Hoe ×1.5 $0.75
Heavy, Robber ×2.0 $1.00
Doctor ×2.5 $1.25
Gunman ×3.0 $1.50
Ninja ×3.5 $1.75

These are before any Factory cut.

Character wages

Every adult member of your outfit (your named people, not soldiers) costs a flat $0.10 a day. It shows as its own ledger line.

When you can't pay

If your cash is at zero or below and you have a wage bill, soldiers desert: about 5% of your soldiers a day, at least one. Men in towns you hold go first. A squad man who deserts leaves the outfit alive, and his gear goes with him. The log says "Soldiers drift away - no wages to pay them."

The Factory cut

A Factory makes no supply. It makes your soldiers cheaper to keep instead: every Factory you hold cuts the whole soldier bill by 3% per level, plus 1% per Muscle point above 5 of the town's manager, × level. The total cut is capped at 50%.

Numbers (all TEMP)

Number Value Where
Soldier base price $50 settlement_economy.war_recruit_cost_per_soldier
Daily wage share of that price 1% settlement_economy.upkeep_of_recruit_pct
Class wage multipliers Thug 1.0 · Thief, Crook, Hustler 1.2 · Gangster 1.4 · Hoe 1.5 · Heavy, Robber 2.0 · Doctor 2.5 · Gunman 3.0 · Ninja 3.5 crew type wage_mult
Stood-down wage ×0.3 wage_stood_down_mult
Character wage $0.10 a day per adult member settlement_economy.member_wage
Desertion when broke 5% of soldiers a day, at least 1 war_desertion_pct_per_day
Factory cut 3% per level, +1% per Muscle point above 5 × level, cap 50% foundation.factory_army_cut, factory_army_cut_per_muscle_above, factory_army_cut_cap

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
One class wage a day per soldier $5 a soldier a day; a per-crew payroll
Hiring paid in Respect; wages paid in cash Hiring paid in cash; a recruit queue on the wage bill
A soldier's gear is his own; no kit upkeep Kit upkeep in supply; unpaid kit degrading gear
Character wages at $0.10 a member Capo stipends or a civilian payroll
Factories cut the soldier bill Factories making supply
Broke means desertion Over-cap desertion in the sandbox; DARK buildings for unpaid upkeep

Sources

src/systems/squads.gd (class wages), src/systems/soldier_designs.gd (the daily bill), src/systems/turf_war.gd (wages, desertion), src/systems/frontier_council.gd (Factory cut), src/systems/development.gd (character wages), src/systems/economy.gd (the ledger), data/config.json (settlement_economy, foundation)