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] xGOLD per day (plus more from gang wars)

  • Gain [0] Reputation plus [1] per day

  • Costs $GOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetPurchases = [1500]

      • TargetPrice = [5000]

Goons

  • Earn [500] xGOLD per day

  • Gives [0] reputation

  • Costs $GOLD or xGOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetDailyPurchases = [2000]

      • TargetPrice = [1500]

Safehouses

  • Worth [8] reputation plus [1] per day

  • Costs xGOLD, and price fluctuates based on avg seasonal player demand:

    • Price = AvgDailyPurchase^[2.5] / TargetDailyPurchases^[2.5] * TargetPrice + Starting Price

      • StartingPrice = [0]

      • TargetDailyPurchases = [2000]

      • TargetPrice = [1500]

Pistols & Shields

  • Costs increases incrementally based on the following formula

    • Cost per pistol / shield = 200 x (1 +(# of pistols or shields purchased / 200)) ^ 1.4

  • 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)

  • Players can spend up to maximum of [150]% of their daily xGOLD earnings on pistols and shields

Thugs

  • Costs [1000] POOR

  • Generates [300] POOR per day (no claim needed)

Gang Wars

  • Players must deploy Gangsters between Earn, Defend or Attack (default is Earn)

    • Earn: Receive [500] xGOLD 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 xGOLD 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 [+-20%] defence streak for each subsequent war (resets after midseason)

  • Players who attack others with negative raid points get [50%] less points

  • Players who attack the same player during the season get [20%] less points per successful attack after the first (resets after midseason)

  • Unsuccessful attackers will lose raid points equal to their attack

  • Minimum raid power is now [10%] of raid points, to nerf opting out as a strategy in the top ranks

  • 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 * (1 + bonus_multiplier) * size_adjustment* rivalry _modifier * negative_raid_points_modifier

    • total_attack_power = (#_gangsters + #_pistols + attack_augment) * attack_augment_multiplier sent by all players

    • total_defence_power = (#_gangsters + #_shields + defence_augment) * defence_augment_multiplier * #_streak_bonus

    • raid_power = max (total_attack_power + total_defence_power + #_gangsters earning, [10%] * raid points)

    • bonus_multiplier = 20%

    • size_adjustment = [0.5] if attacker_raid_power > [1.5x] defender_raid_power

    • Rivalry_modifier= Max (1 -[ 20%] * n, 0)

      • n = # of successful attacks against the target (does not count successful defences)

    • negative_raid_points_modifier= 70% when attacking targets with negative raid points

  • Raid points lost from unsuccessful defence = sum of raid_points_gained / (1 + bonus_multiplier) for attackers

  • raid_points_lost = min(total_attack_power, raid_power) * % attack_power_contribution * size_adjustment* rivalry _modifier * negative_raid_points_modifier

  • Raid points gained from successful defence = sum of raid_points_lost * (1 + bonus_multiplier ) for attackers

  • Defence streak = (1 + x) ^ max( k-n, 0 )

    • k = # wars in a row for winning or losing incoming attacks

    • x = [+20%] for wins and [-20%] for losses

    • n = [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 + B fully attack Player C and wins

AND Player B has 2x Attack Augment

AND Player C has +50 Defence Augment

  • Player A steals:

    • min(40+200,250) * (40/240) * 1.1 = 240 * 1/6 * 1.1 = gains 44 raid points

  • Player B steals

    • min(40+200,250) * (200/240) * 1.1 = 240 * 5/6 * 1.1 = gains 220 raid points

  • Player C loses points equal to the raid points gained by attackers (adjusted for bonus multiplier)

    • 44/(1.1) + 220/(1.1) = 240

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 A + C attacks player B with 40 & 100 attack power respectively and loses:

AND Player B has won against Player A three other times already

  • Player A will lose 40 points (successful defence not counted towards rivalry modifier)

  • Player C will lose 100 raid points

  • Player B will gain 140 * 1.1 = 154 raid points

If Player C full attacks player B and wins:

AND Player B has -10 raid points

  • Player C steals:

    • min(150,200) * 1.1 * 50% = 150 * 1.1 * 0.5 = 82.5 points

  • Player B loses

    • 82.5 / 1.1 = 75 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

Example Raid Power calculation (with Augments)

Assume player A has 100 Gangsters, of which 25 is deployed to earn, 35 is deployed to attack, and 40 is deployed to defence. They have bought 100 pistols and 150 shields. They have a 2x Attack Multiplier.

Total attack power = (35 (gangsters attacking) + 100 (pistols)) * 2 (attack multiplier) = 270

Total defence power = 40 (gangsters defending) + 150 (shields) = 190

Gangsters earning = 25

Total raid power = 270 + 190 + 25 = 485

Auction House

  • Players can spend xGOLD to win $GOLD by playing a blind bidding game every [24] hrs

  • [30%] of all $GOLD spend goes into auction house rewards, which is divided equally into auction house rewards over the next [6] 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 xGOLD and the highest bids win the prizes

Augments

  • See below for the list of all possible Augment choices, their effects, and probability to appear

  • Initial Rolls costs [20k] $GOLD, with subsequent re-rolls costing [10k] $GOLD

Spin to win

  • Players can spin unlimited times

  • Cost per spin is [5000] and the house edge is [2%]

  • Potential Rewards

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

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