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 [700] xGREED per day (plus more from gang wars)

  • Gain [2] 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] ^ [1.4] * [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 [7] 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 [1500] $greed or xgreed

  • Pistols give [1] attack power (split equally between Gangsters that attack)

  • Shields give [1] defence power (applies regardless of Gangster deployment)

Gang Wars

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

    • Earn: Receive [700] xGREED per Gangster

    • Defend: Add [1] to defence power

    • Raid: Attack a player with [1] attack power

  • Successful attacks will steal rewards:

    • Steal up to [65%] of defenders xGREED that they would have earned during that gang war

    • Steal up to [1%] of defenders reputation

    • Steal up to [100%] of the defenders raid power as raid points

  • "Success" happens if Total Attack Power (from all players) > Total Defence Power

    • Note: Multiple attackers will share rewards proportional to contribution

  • Unsuccessful attackers will lose [3%] of their gangsters and 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

  • Reputation stolen from successful attack = min(attacker_reputation, defender_reputation) * [1]% * % attack_power contribution

  • Raid points stolen from successful attack = min(total_attack_power, raid_power) * % attack_power contribution

    • Total attack_power = # gangsters + # pistols sent by all players

    • Raid_power = (# gangsters + # shields + # pistols owned by defender) / 2

  • Raid points stolen from successful defence = total_attack_power

Example Reputation and Raid Points stealing calculation

Assume there are 3 players:

  • Player A: 100 Reputation, 20 Pistols, 20 Gangsters

  • Player B: 200 Reputation, 100 Gangsters, 50 Shields

  • Player C: 500 Reputation, 200 Gangsters

If Player A + B fully attack Player C and wins:

  • Player A steals:

    • min(100,500) * 1% * (40/140) = 100 * 1% * 4/14 = gains 0.28 reputation

    • min(,200/2) * (40/140) = 100 * 4/14 = gains 28.57 raid points

  • Player B steals:

    • min(200,500) * 1% * (100/140) = 200 * 1% * 10/14 = gain 1.43 reputation

    • min(40+100,200/2) * (100/140) = 100 * 10/14 = gains 71.42 raid points

  • Player C loses what others gained:

    • lose 1.71 reputation

    • lose 100 Raid Points

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

  • Player A will lose:

    • 140 * (40 / 140) = loses 40 Raid Points

  • Player C will lose:

    • 140 * (100 / 140) = loses 100 raid points

  • Player B will gain 140 raid points

  • There is no reputation loss for unsuccessful attacks

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:

    • [100] players can win Pouch of Greed

    • [25] players can win Bag of Greed

    • [10] players can win Stash of Greed

    • [2] players can win Hoard of Greed

  • Players make non-refundable bids with xGREED and the highest bids win the prizes

Spin to win

  • Players get 1 spin every [1] hours up to a maximum of [99]

  • Cost per spin and $GREED rewards both increase based on reputation

    • Cost = [5000] + [0.4] * Reputation

    • Reward multiplier = 1 + [0.00009] * Reputation

    • Potential Rewards:

RewardBase AmountProbability

Safehouse

1

4.50%

Safehouse

2

1.00%

Safehouse

3

0.40%

Safehouse

5

0.08%

Safehouse

20

0.02%

Goon

1

4.50%

Goon

2

1.00%

Goon

3

0.40%

Goon

5

0.08%

Goon

20

0.02%

Pistol

1

4.50%

Pistol

2

1.00%

Pistol

3

0.40%

Pistol

5

0.08%

Pistol

20

0.02%

Shield

1

4.50%

Shield

2

1.00%

Shield

3

0.40%

Shield

5

0.08%

Shield

20

0.02%

$GREED

1500

12.00%

$GREED

3000

20.00%

$GREED

4000

25.00%

$GREED

5000

8.00%

$GREED

8000

7.00%

$GREED

15000

3.00%

$GREED

50000

0.70%

$GREED

100000

0.20%

$GREED

500000

0.10%

U Points

U points is calculated every 30 minutes based on player reputation and raid score.

  • Reputation gain per day = [1] x reputation + [1] x raid score (minimum = 0)

Leaderboards

Top 100 Reputation ranking and Raid score ranking players will receive a share of rewards

1

18.00%

2

14.00%

3

10.00%

4

7.00%

5

6.00%

6

5.00%

7

4.00%

8

3.00%

9

2.00%

10

1.50%

11-15

1.25%

16-20

1.00%

21-25

0.80%

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