Meta progression
At some point, levelling one more building changes nothing: the city is full. That is where Prestige comes in — starting over elsewhere, harder and richer, keeping what you learned. This chapter covers what carries across runs.
Prestige
The great leap. You leave your city for the next: everything resets — Cash, buildings, slots, permits, and your stable — except your Album, your Stars, your Influence, your Vault, your Boss level, your Prestige tree and a single card, the Godmother. In exchange, you bank Golden Records.
The catch
There is no “you keep the roster”. One girl survives Prestige, the one you name at the confirmation step: your Godmother. All the others are gone for good, and the Cash left in their satchels with them.
The Godmother keeps her level, XP, stage, path and final form, her awakenings, her equipped abilities, her trained stats and her rarity. She loses her post and assignment, her active buffs, and her satchel is emptied; her Happiness drops back to 60 and her Stamina returns to full. Bring your girls in and collect everything before you go.
You also pick your Boss Model again — the one you chose at sign-up. It is free, with no strings, and takes effect immediately in the new city: the old bonus stops, the new one applies. You may pick the same one. The only commitment: this choice follows you until the next Prestige. Since the stable disappears anyway, switching costs nothing.
Disques = max( 0 ; ⌊ √(Cash_total_gagné / cashPerDo) × mult_ville ⌋ − déjà_gagnés )The square root: quadrupling your earnings only doubles your Records. The calculation uses total Cash ever earned, never your balance — hoarding before a Prestige gains you nothing.
Implemented in src/domain/prestige.ts
You must first meet the conditions: own at least 20 building slots and have a building at level 5.
The catch
The calculation uses total Cash earned, never your balance — and the balance is lost. Hoarding before a Prestige gains you not a single extra Record and wipes the pot. Spend it all before you go.
Cities follow an imposed order. Each is more expensive and more generous than the last:
| City | Costs | Gains | Golden Records |
|---|---|---|---|
| Los Angeles | ×1 | ×1 | ×1 |
| New York | ×3 | ×2.5 | ×1.5 |
| Las Vegas | ×9 | ×6 | ×2 |
| Tokyo | ×27 | ×15 | ×3 |
Worth knowing
Look at the two middle columns: costs rise faster than gains. Tokyo costs twenty-seven times Los Angeles and pays only fifteen times more. A new city is not a power gain — it is a larger board, made viable only by your permanent bonuses.
The Prestige tree
Four branches, 10 ranks each. Golden Records are spent there permanently, and the effects apply in every subsequent city. Ranks cost 1, 2, 4, 8, 10, 13, 16, 20, 25, 31 Records: 130 for a whole branch, 520 for the full tree.
| Branch | What each rank grants |
|---|---|
| Comfort | +5% rest recovery, and +5 to your cards’ level cap. |
| Fortune | +2% gains (permanent category), and $5,000 of starting cash in every new city. |
| Network | +1% Gold rate and +0.5% Platinum, in points, on every draw. |
| Reputation | 10% less Heat, compounding — a full branch divides it by three without ever cancelling it. And +5 starting Happiness for recruits, capped at 100. |
Cap_effectif = min( capMax ; cap_de_base + levelCapPerRank × rang_Confort )The Comfort branch is the only way past the starting level cap, and its ten ranks lead exactly there: each adds five, a full branch is worth the absolute cap. Ranks grow steadily more expensive, from the first Record to the last.
Implemented in src/domain/prestige.ts
Worth knowing
Comfort is the only way past the level cap of 50, up to 100. If your goal is pushing a few cards very high rather than fielding many, that is the branch to open first — no other can substitute.
The Album
The Album records every form you have ever owned, permanently — even if the card has since left. It pays in permanent gain bonuses, hence in the multiplier category that is never lost.
Bonus = Σ lignées_complètes × bonus_lignée + Σ raretés_complètes × bonus_raretéA permanent gain bonus, hence a whole category of the multiplier stack. A lineage is only “complete” when all its final forms are owned — which the lineage’s Shadow-domain count determines.
Implemented in src/domain/album.ts
A lineage counts as complete when all its final forms are recorded. Completing a whole rarity pays more: 2% for Bronze, up to 5% for Platinum.
Worth knowing
This changes the evolution calculus: evolving a card into a form you have not yet recorded is worth more than optimising into one you already know. A Platinum “badly” evolved for the Album is still a net gain.
The Album also holds the keepsakes your girls send you: they appear on the entry of the lineage that sent them, and the Keepsakes filter above the grid gathers them. They are free, permanent, and kept through Prestige like the rest of the Album.
Worth knowing
A girl agrees to pose from level 15 for a photo, provided she has at least 60 Happiness; the short video needs level 30 and 85 Happiness. You ask from her PimpChat thread, and a refusal costs nothing.
Seasons and leaderboard
A season lasts 15 days. You are ranked in a league of about 100 players, on a score read over a rolling 7-day window.
Points = Cash_de_la_fenêtre / cashPerPoint + victoires_PvP + contrats_haut_palier + galasThe season score reads over a rolling window, not from the beginning: a player returning after a break is not doomed. Cash remains the main source, but PvP wins and galas are each worth hundreds of thousands of Cash.
Implemented in src/domain/seasons.ts
| Source | Points |
|---|---|
| Cash earned | 1 point per $1,000 |
| Poaching win | 400 |
| Gala | 250 |
| High-tier contract | 150 |
Worth knowing
The rolling window is good news: a player returning after a break is not doomed for the season. And one poaching win is worth $400,000 of Cash in points — PvP is by far the densest source on the leaderboard.
A player’s profile
Every leaderboard row opens up. Inside is the player’s profile: their Boss level, the card of their favourite girl, and their collection counters — roster size, lineages discovered, Shiny copies, Trials and Midnight Passes cleared, Prestiges, seasons played and best finish.
To name yours, open one of your girls’ profiles, Actions tab: “Show her on my profile”. One at a time, and you can pull her back whenever you like — with no pick, your rarest card is the one on show.
The catch
A profile is only visible inside your league: there is no player search. And nothing of your economy shows there — no cash, no influence, no idea where your girls work. A stolen girl leaves your showcase along with everything else.
Rank challenges
The leaderboard is more than a table: you can challenge the player immediately above you. That one only — accounts asleep for over 72 h are skipped. The stake is leaderboard points only: no cash, no girl, no building changes hands.
The loser gives up a share of their own score, which the winner banks: 1% on a grid, 2% on a squad duel, with a floor of 10 points. The challenged player has 24 h to answer.
| Challenge type | What you play | Stake | Per 24 h |
|---|---|---|---|
| Grid | one 6×6 grid in 90 s, fastest wins | 1% | 1 |
| Squads | 5 score-attack boards, best score | 2% | 3 |
The catch
Ignoring a challenge is not free: it resolves as a walkover, and half the stake (1% or 1%) goes to the attacker anyway. Answering and losing costs more — but answering and winning pays double.
Results are sealed: the second player never sees the time or score to beat before playing their own. Both sides get exactly the same grid and the same boards.
Worth knowing
A squad challenge ties up your three girls for 24 h: they become unstealable during that time, but produce nothing. And a defence squad sent out again within 24 h fights at half stats — rotate several of them.
The Boss’s Academy
The building that levels your cards without working them. A card placed at the Academy gains XP continuously, at a pace set to 2 levels per day.
XP/h = max( plancher ; XP_requise(niveau) × niveaux_par_jour / 24 ) × bonus, bonus plafonnéThe rate is recomputed at every level gained, so time per level stays constant: the Academy grants a cadence, not a quantity. The bonus cap is the only capping point — without it, the five stacked sources reached ×5.24, about ten levels a day.
Implemented in src/domain/training.ts
The catch
Academy bonuses are capped at ×2, and that is the system’s only capping point. Without it, the five stacked sources reached ×5.24 — about ten levels a day, and a progression unmoored from the rest of the game. Stacking past the cap does nothing.
Since the pace is recomputed at every level gained, time per level stays constant: the Academy does not become useless late game, unlike a flat XP rate.
The Counter
A weekly rotation, paid in Influence: 3 Cassettes (transferable abilities) between 150 and 400, a Diamond Ring at 600, and a guaranteed Gold card at 1,500.
The catch
The whole rotation costs more than a week of Influence brings in. It is not meant to be cleared: you take one line, sometimes two. The Gold card at 1,500 alone is worth a fortnight — the month’s goal, not an impulse buy.
- Influence comes from daily and weekly missions, contracts, the Gala, Trials, Midnight Passes, the login calendar and end-of-season rewards.
- It survives Prestige, like Stars and unlike Cash: setting some aside before changing city is a strategy, not a waste.
- A signature never goes on a Cassette: it belongs to its lineage and cannot be transferred.
