The manual

City & buildings

The City is the board. Four districts, slots to buy, and eighteen building types to place on them. This is where your empire’s ceiling is decided: a card is never worth more than the place you put her.

The four districts

They open in order, and each costs more than the last. They are not mere tiers: they have opposing profiles, and the best district depends on what you do in it.

DistrictCost scaleStreetsBuildingsIts edge
Suburbs×164none — it is the starting district
Industrial Zone×1.546+30% footfall
Thirst Street×228−15% fatigue · doubled drink sales
Downtown×2.5010+20% base gains

The catch

Downtown has no street slots at all: you only work indoors there. It is the richest district and the only one where nothing can be placed cheaply — arriving there without a treasury means buying land you cannot use.

Each district also carries its own client table: the Suburbs draw regulars, Thirst Street party animals and celebrities, Downtown businessmen and VIPs. Placing a girl whose affinity matches the venue’s clientele is a free multiplier.

Slots and costs

A street slot starts at $400, a building slot at $8,000. Those prices are then multiplied twice:

Coût_emplacement = coût_de_base × multiplicateur_du_district × multiplicateur_de_la_ville

The two multipliers compose: a building slot Downtown in Tokyo costs 2.5 × 27 = 67.5 times its Suburbs price in Los Angeles. That is what makes each new city genuinely hard, not merely slower.

Implemented in src/server/services/config.ts

The catch

The two multipliers compose. A building slot in Downtown Tokyo costs nearly seventy times its Suburbs price in Los Angeles. That is what makes a new city genuinely harder, not merely longer.

Each building type can exist only once per district, and is only allowed in certain districts. A district’s building count is therefore a hard ceiling: you cannot make up for a bad choice with quantity.

Work buildings

These are the earners. They bring footfall, a per-level gain bonus, and a client table of their own.

BuildingLevel 1 costSpots (lvl 1 → 5)Effect
Pool Hall$1,8002 → 3 → 4 → 5 → 6its own footfall and clientele
Bar$3,5002 → 2 → 3 → 3 → 4+4% gains per level
Nightclub$15,0003 → 3 → 4 → 4 → 5+6% gains per level
Casino$30,0002 → 2 → 3 → 3 → 4+5% gains per level
Mansion$75,0002 → 2 → 3 → 3 → 4+10% gains per level
Rooftop Lounge$70,0002 → 2 → 3 → 3 → 4+8% gains per level

Rest buildings

They earn nothing directly, and yet they decide how many hours a day your cards can work. Judge them first on their Endurance rate; only the priciest also return a trickle of Happiness.

BuildingLevel 1 costSpots (lvl 1 → 5)Endurance / Happiness per minute
Rest Lounge$1,2003 → 4 → 5 → 6 → 71.5 / 0.02
Winter Garden$4,0003 → 4 → 5 → 6 → 71.9 / 0.038
Spa & Hammam$12,0002 → 3 → 4 → 5 → 62.3 / 0.055
Private Cinema$42,0002 → 2 → 3 → 3 → 42.7 / 0.078
Panoramic Suite$35,0001 → 1 → 2 → 2 → 33 / 0.082
Boss's Penthouse$90,0001 → 1 → 2 → 2 → 24 / 0.125

Worth knowing

The two top-end ones also grant a gain buff on redeployment. Rest then stops being a pause and becomes preparation: a card leaving the Penthouse earns more than the same card, fresh.

Upgrade buildings

They receive no clients: they transform your cards. Trained stat points, passive XP, trait rerolls.

BuildingLevel 1 costSpots (lvl 1 → 5)What it does
Beauty Salon$3,0001 → 2 → 2 → 3 → 3trains Charm
Gym$6,0001 → 2 → 2 → 3 → 3trains maximum Endurance
Training Gambling Den$10,0001 → 2 → 2 → 3 → 3training of your choice: Cunning, Composure, Banter
Photo Studio$55,0001 → 2 → 2 → 3 → 3trains Banter
Boss's Academy$20,0002 → 3 → 4 → 5 → 6passive XP (Academy)
Cosmetic Clinic$45,0001 → 1 → 2 → 2 → 3rerolls innate traits

At the Clinic, level moves three things at once: the procedure’s success rate climbs from 60% to 80%, its price drops from $25,000 to $5,000, and recovery goes from 8 h down to 4 h. A failed procedure does not give the original trait back: it draws another one, negative as well.

Levelling a building

C(n) = C(1) × upgradeFactor^(n−1)

The factor was raised from 2.2 to 2.4: taking a building to level 5 went from 42.1 to 56.2 times its initial price. The slots gained per level do not follow that curve — hence the trade-off between levelling a building and opening another.

Implemented in src/server/config/catalog.ts

With a factor of 2.4, taking a building to level 5 costs roughly 33 times its initial purchase price. The number of spots gained does not follow that curve.

Worth knowing

This is the City’s central trade-off: level a building, or open another? The first levels of a new building are almost always cheaper than the last levels of an existing one — and they open a new client table besides.

  • A work building gains spots and a gain bonus at every level.
  • A rest building gains beds and a recovery rate 10 % better per level.
  • An upgrade building gains simultaneous sessions, and sometimes a higher training ceiling.

Permits

Districts, building types and game systems are bought with Cash, at Developments, not by Boss level. Some require having earned a certain total of Cash, others that an earlier permit be owned.

Worth knowing

The threshold that counts is total Cash ever earned, not your balance. Spending never pushes an unlock further away — quite the opposite, since spending makes you earn faster.