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.
| District | Cost scale | Streets | Buildings | Its edge |
|---|---|---|---|---|
| Suburbs | ×1 | 6 | 4 | none — it is the starting district |
| Industrial Zone | ×1.5 | 4 | 6 | +30% footfall |
| Thirst Street | ×2 | 2 | 8 | −15% fatigue · doubled drink sales |
| Downtown | ×2.5 | 0 | 10 | +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_villeThe 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.
| Building | Level 1 cost | Spots (lvl 1 → 5) | Effect |
|---|---|---|---|
| Pool Hall | $1,800 | 2 → 3 → 4 → 5 → 6 | its own footfall and clientele |
| Bar | $3,500 | 2 → 2 → 3 → 3 → 4 | +4% gains per level |
| Nightclub | $15,000 | 3 → 3 → 4 → 4 → 5 | +6% gains per level |
| Casino | $30,000 | 2 → 2 → 3 → 3 → 4 | +5% gains per level |
| Mansion | $75,000 | 2 → 2 → 3 → 3 → 4 | +10% gains per level |
| Rooftop Lounge | $70,000 | 2 → 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.
| Building | Level 1 cost | Spots (lvl 1 → 5) | Endurance / Happiness per minute |
|---|---|---|---|
| Rest Lounge | $1,200 | 3 → 4 → 5 → 6 → 7 | 1.5 / 0.02 |
| Winter Garden | $4,000 | 3 → 4 → 5 → 6 → 7 | 1.9 / 0.038 |
| Spa & Hammam | $12,000 | 2 → 3 → 4 → 5 → 6 | 2.3 / 0.055 |
| Private Cinema | $42,000 | 2 → 2 → 3 → 3 → 4 | 2.7 / 0.078 |
| Panoramic Suite | $35,000 | 1 → 1 → 2 → 2 → 3 | 3 / 0.082 |
| Boss's Penthouse | $90,000 | 1 → 1 → 2 → 2 → 2 | 4 / 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.
| Building | Level 1 cost | Spots (lvl 1 → 5) | What it does |
|---|---|---|---|
| Beauty Salon | $3,000 | 1 → 2 → 2 → 3 → 3 | trains Charm |
| Gym | $6,000 | 1 → 2 → 2 → 3 → 3 | trains maximum Endurance |
| Training Gambling Den | $10,000 | 1 → 2 → 2 → 3 → 3 | training of your choice: Cunning, Composure, Banter |
| Photo Studio | $55,000 | 1 → 2 → 2 → 3 → 3 | trains Banter |
| Boss's Academy | $20,000 | 2 → 3 → 4 → 5 → 6 | passive XP (Academy) |
| Cosmetic Clinic | $45,000 | 1 → 1 → 2 → 2 → 3 | rerolls 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.
