Resources & Economy
The five resources
Section titled “The five resources”| Resource | Produced by | Used for |
|---|---|---|
| Cash | Bank | Almost everything; also pays hourly upkeep |
| Arms | Gunsmith | Training (esp. Hitmen), upgrades |
| Cargo | Warehouse | Construction + training material |
| Metal | Smelter | Upgrade material |
| Diamonds | Diamond Lab | Rarest; scouting, training-speed buffs |
Production is capped by storage — upgrade storage alongside production, or you overflow and waste output.
Bubbles (don’t leave them sitting)
Section titled “Bubbles (don’t leave them sitting)”Each building periodically spawns a bonus bubble worth ~10% of its output rate, accumulating up to ~10 hours. Collect at least daily; uncollected bubbles are lost growth.
The hourly upkeep trap
Section titled “The hourly upkeep trap”Every hour the game subtracts an upkeep salary from your Cash based on your army size. If your Cash production can’t cover upkeep, your net income falls — and a big army on a thin economy can bleed you dry.
Balance production against army size. Don’t over-train past what your economy supports, and keep Cash buildings upgraded.
Earning resources
Section titled “Earning resources”- Building production (hourly, + bubbles)
- Tasks / milestones — story and turf tasks pay large bundles
- World-map resource tiles — higher-level tiles yield more, faster, with rarer mats; send most/all associates for success
- NPC encounters & Kingpins — bonus drops
Gold (premium currency)
Section titled “Gold (premium currency)”Gold speeds construction, buys VIP points, and purchases packs. Free sources include the Scavenger Hunt (2–3k early), daily logins (~50/day), and update/downtime compensation (300–500). Spend it top-down per the Gold ROI Ladder — VIP first, speedups never.
Special crafting materials
Section titled “Special crafting materials”- Cuffs / Shackles / Liquor — enforcer grade advancement (and Interrogation/Hostage facilities)
- Speedups — earn from Campaign/events; don’t buy with gold