Detailed Numbers
While we strive to avoid mid-season changes, the game balance is still subject to change if necessary.
For the theory crafters & spreadsheet nerds, this section is for you.
Gangsters
Earn [1000] xGREED per day (plus more from gang wars)
Gain [0] Reputation plus [1] per day
Costs $GREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [1000]
TargetPurchases = [1500]
TargetPrice = [5000]
Upgrade your Gangster level to increase your daily earning by [1]% per level
Cost to level = [Level] ^ [1.6] * [500]
Goons
Earn [500] xGREED per day
Gives [0] reputation
Costs $GREED or XGREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [0]
TargetDailyPurchases = [2000]
TargetPrice = [2000]
Safehouses
Worth [6] reputation plus [1] per day
Costs XGREED, and price fluctuates based on avg seasonal player demand:
Price = AvgDailyPurchase^[2] / TargetDailyPurchases^[2] * TargetPrice + Starting Price
StartingPrice = [0]
TargetDailyPurchases = [2000]
TargetPrice = [2000]
Pistols & Shields
Costs [200] $greed or xgreed
Pistols give [1] attack power for next gang war (split equally between Gangsters that attack)
Shields give [1] defence power for next gang war (applies regardless of Gangster deployment)
Thugs
Costs [1000] POOR
Generates [250] POOR per day (no claim needed)
Gang Wars
Players must deploy Gangsters between Earn, Defend or Attack (default is Earn)
Earn: Receive [500] xGREED per Gangster
Defend: Add [1] to defence power
Attack: Attack a player with [1] attack power
Successful attacks will steal rewards:
Steal up to [60%] of defenders xGREED that they would have earned during that gang war
Steal up to [100%] of the defenders raid power as raid points + bonus raid points
"Success" happens if Total Attack Power (from all players) > Total Defence Power
Note: Multiple attackers will share rewards proportional to contribution
Players who win or lose more than [2] gang wars in a row will gain a [+-25%] defence streak for each subsequence war
Unsuccessful attackers will lose [3%] of their gangsters & also lose raid points equal to their attack
Gang Wars resolve once every [12] hours
Players must be connected to X and have [5] Gangsters to participate in gang wars
Formulas for Gang Wars
raid_points_gained
= min(total_attack_power
,raid_power
) * %attack_power_contribution
*bonus_multiplier
*size_adjustment
total_attack_power
=#_gangsters
+#_pistols
sent by all playersraid_power
=# gangsters
+# shields
+# pistols
deployed by defenderbonus_multiplier
=1
+k
*n
n
= total # gang wars in seasonk
= [2.5%]
size_adjustment
= [0.5] ifattacker_raid_power
> [1.5x]defender_raid_power
Raid points lost from unsuccessful defence = sum of
raid_points_gained
/bonus_multiplier
for attackersRaid points gained from successful defence =
total_attack_power
*bonus_multiplier
Defence streak = (1 +
x
) ^ max(k
-n
, 0 )k
= # wars in a row for winning or losing incoming attacksx
= [+25%] for wins and [-25%] for lossesn
= [2]
Example Raid Points stealing calculation
Assume there are 3 players:
Player A: 20 Pistols, 20 Gangsters (Raid power = 40)
Player B: 100 Gangsters, 50 Shields (Raid power = 150)
Player C: 200 Gangsters (Raid power = 200)
Current bonus multiplier = 10%
If Player A + B fully attack Player C and wins:
Player A steals:
min(40+100,200) * (40/140) * 1.1 = 100 * 4/14 = gains 44 raid points
Player B steals
min(40+100,200) * (100/140) * 1.1 = 100 * 10/14 = gains 110 raid points
Player C loses points equal to the raid points gained by attackers (adjusted for bonus multiplier)
44/(1.1) + 110/(1.1) = 140
If Player A + C attacks player B with 40 & 100 attack power respectively and loses:
Player A will lose 40 raid Points (equal to attack power)
Player C will lose 100 raid points
Player B will gain 140 * 1.1 = 154 raid points
If Player C attacks Player A with 50 gangsters and wins :
Player C steals less due to being more than 1.5x in raid power:
min(50,40) * 100% * 1.1 * 0.5 = gains 22 raid pts
If Player B attacks Player A, but player A has decided to deploy 0 gangsters, then Player A’s raid power will be 0 and Player B will steal 0 raid points. If Player C goes full defence but has won their last 5 incoming attacks, then their next defence will be lower due to a 5 day defence streak:
200 * (1 - 0.25) ^ (5 - 2) = 84.375
Auction House
Players can spend xGREED to win $GREED by playing a blind bidding game every [24] hrs
[30%] of all $GREED spend goes into auction house rewards, which is divided equally into auction house rewards over the next [5] days:
[250] players can win Pouch of Greed
[100] players can win Bag of Greed
[25] players can win Stash of Greed
[5] players can win Hoard of Greed
Players make non-refundable bids with xGREED and the highest bids win the prizes
Spin to win
Players can spin unlimited times
Cost per spin is [5000] and the house edge is [2%]
Potential Rewards
Reward | Base Amount | Probability |
---|---|---|
$GREED | 2000 | 12.50% |
$GREED | 3000 | 22.00% |
$GREED | 4000 | 27.00% |
$GREED | 5000 | 18.00% |
$GREED | 6000 | 10.00% |
$GREED | 8000 | 6.50% |
$GREED | 10000 | 3.00% |
$GREED | 25000 | 0.70% |
$GREED | 50000 | 0.20% |
$GREED | 200000 | 0.07% |
$GREED | 500000 | 0.03% |
$GREED | 1000000 | 0.01% |
U Points
U points is calculated every 30 minutes based on player reputation and raid score.
U points gain per day = [1] x reputation + max ( [1] x raid score , 0)
Leaderboards
Top 100 Reputation ranking and Raid score ranking players will receive a share of rewards
Rankings | Total Reward percent |
---|---|
1 | 11.00% |
2 | 10.00% |
3 | 9.00% |
4 | 8.00% |
5 | 7.25% |
6 | 6.25% |
7 | 5.50% |
8 | 4.75% |
9 | 4.00% |
10 | 3.25% |
11 | 2.20% |
12 | 1.90% |
13 | 1.80% |
14 | 1.60% |
15 | 1.40% |
16 | 1.20% |
17 | 1.00% |
18 | 0.90% |
19 | 0.80% |
20 | 0.70% |
21 - 25 | 0.65% |
26 - 30 | 0.50% |
31 - 35 | 0.40% |
36 - 40 | 0.30% |
41 - 50 | 0.20% |
51 - 75 | 0.15% |
76 - 100 | 0.10% |
Last updated