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 players

    • raid_power = # gangsters + # shields + # pistols deployed by defender

    • bonus_multiplier = 1 + k * n

      • n = total # gang wars in season

      • k = [2.5%]

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

  • Raid points lost from unsuccessful defence = sum of raid_points_gained / bonus_multiplier for attackers

  • Raid 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 attacks

    • x = [+25%] for wins and [-25%] 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 + 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

RewardBase AmountProbability

$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

RankingsTotal 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%

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