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 playerstotal_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] ifattacker_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 attackersraid_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 attackersDefence streak = (1 +
x
) ^ max(k
-n
, 0 )k
= # wars in a row for winning or losing incoming attacksx
= [+20%] for wins and [-20%] 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 + 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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