Economy & Money Laundering

In CORP//LLM everything revolves around money — but not every dollar is worth the same. You need to understand how Dirty Cash and Clean Cash work to build your empire.


Economy Overview Screen

The Economy screen is your financial dashboard. It tells you at a glance whether you’re profitable, where the money is coming from, what it’s going out on, and how long your liquidity holds at the current pace.

Eight tabs in three groups:

KPI Cards

Four metric cards across the top. Each shows an icon, the main number, and a vs-previous-day indicator (↑+$X green when moving favourably, ↓-$X red otherwise). Expense cards invert the positivity — more cost = red.

Clean/Dirty Split + Runway

A second row of three narrow cards sits below the KPIs:

Cash-Flow Pipeline

An animated flow diagram with Bézier curves and flowing particles (green = clean, amber = dirty):

  1. Revenue — top 3 income sources with category icons
  2. Department — your active shell companies as chips. With zero shell companies this stage is hidden entirely and Revenue flows straight into Audit
  3. Audit — current audit risk + Federal Heat. Color changes with heat: green (< 30), amber (30–59), red (≥ 60). Mini heat bar below.
  4. Clean/Dirty Cash — Y-fork to the clean and unwashed buckets. The dirty connector pulses red when Dirty Cash > 0.

Hover any stage for a detail tooltip (income sources, sub names, warning status, amounts).

Daily Balance

Income and expenses per category as horizontal bars. Grouped by subsystem (Passive = buildings / rent / salaries, Active = EXTORT proceeds / RECRUIT costs / etc.) with collapse-expand headers when two or more buckets are active.

Building Upkeep: buildings you own carry a daily upkeep cost proportional to their income (a maintenance line — the owned-building counterpart to Rent on leased buildings). Buying buildings still pays off, but income no longer compounds for free: net income from a growing property empire scales sub-linearly, so an early lead doesn’t lock the game.

Per row:

The net balance at the bottom now correctly sums Legal + Dirty Income minus Fixed + Action costs. Earlier versions silently dropped the action-driven cashflow, so the net was systematically off.

Asset Distribution

Donut chart with two modes, toggled via buttons:

Forecast + Peer Comparison

Below the daily balance sits the 7-day forecast: projected Clean Cash after 7 cycles. No longer a simple linear extrapolation — bottom-up from your current roster: deterministic passive income + fixed costs + 5-day rolling average for action-driven lines. A small info icon reveals the assumptions on hover: “Passive income / day”, “Fixed expenses / day”, “Dirty income avg (5 days)”, “Action cost avg (5 days)”, “Net / day”. The Runway card uses the same smoothed net.

The Peer Comparison checkbox in the tab bar fetches anonymised session statistics (median + top-25 percentile) and annotates the KPI labels with tiny med $X chips — so you see whether you’re above or below your session’s average, with identities never revealed.

Deep-Dive Tabs

Alongside the overview:

Asset Tabs

Buildings, Subsidiaries, Vehicles, and Storage provide detail tables for your assets — layout unchanged from classic view.


Protection Racket Mechanic (EXTORT · COLLECT · RAID · BURGLE)

Since v1.11.0 the four cash actions are structurally reworked — no flat payouts anymore, everything anchored to concrete building values.

EXTORT + COLLECT: Establish and Harvest

EXTORT is the setup, COLLECT the harvest. Both actions attach to a shared per-building state — who is currently paying whom, for how long.

EXTORT — Install the racket:

COLLECT — Harvest the tribute:

Expiry:

Turf-War — when a rival attempts EXTORT on your building:

RAID + BURGLE: One-shot Loot

Both actions are one-shots — no state install, just brutal extraction:

Action Formula Cooldown Semantics
RAID income × 20 % 72 h Violent assault, fast, loud — double yield vs. BURGLE
BURGLE income × 10 % 72 h Stealth break-in, quieter, less scaling

The anchor here is the building’s income_base — high-earning shops have more cash on hand.

Sample comparison on a Med-Station (rent $6,086, income $7,631)

Action Yield Cooldown Duration state
EXTORT $1,521 shakedown + 9-day tribute stream 24 h per target 9 days
COLLECT (daily) $1,217 24 h per target
RAID $1,526 72 h per target
BURGLE $763 72 h per target

Runner skill determines whether the action succeeds (success-roll via STR/CHA/CON), not how much it pays out. That keeps tooltips deterministic and builds a clear stat-allocation decision.

Strategic Consequences


Dirty Cash vs. Clean Cash

All illegal income lands as Dirty Cash in your account. The problem: many important expenses only accept Clean Cash:

Dirty Cash works for the black market, weapon purchases, and small street-level bribes. But to truly grow, you need a way to launder your money.


The PLI Model

Money laundering in CORP//LLM follows the real-world three-stage model: Placement, Layering, and Integration.

1. Placement — Getting the money to a Shell Company

Dirty Cash must be physically transported to one of your shell companies. Several transport methods are available:

Transport Capacity Interception Risk Cost
Foot Courier $500 Very High Low
Motorcycle $2,000 High Low
Car $5,000 Medium Medium
Van $20,000 Medium Medium
Boat $15,000 Low High
Drone $8,000 Low–Medium High
Truck $100,000 High Very High

The more you transport at once, the greater the temptation — but also the risk of interception.

2. Layering — Shell Companies wash the money

Shell companies are front businesses that run Dirty Cash through their books. There are three tiers:

Subsidiary Type Setup Cost Daily Cost Wash Cap/Day Fee
Micro $1,500 $200/day $600/day 25%
Standard $4,000 $500/day $2,000/day 20%
Shell $10,000 $1,200/day $6,000/day 15%

(Source: game_params.json subsidiaries)

Subsidiary tier upgrade (server v1.64.0): plan UPGRADE_FRONT (Verwaltung category, INT-driven, 45 min) to lift the lowest-tier active subsidiary by one step: Micro → Standard → Shell. Cost: (next_tier.Setup - current_tier.Setup) × 0.7 Clean Cash. Auto-picks the lowest-tier sub — repeated calls escalate the whole roster. Refreshes Cap + DailyFee from params on success so the next tick picks up the bigger throughput.

Synergy modifiers: Effective cap is adjusted at runtime:

3. Integration — Clean money

Once the money has passed through the layering process and the next Big Tick occurs, it officially becomes Clean Cash. From now on you can use it for all legal expenses.


Audit Risk

More shell companies mean more laundering capacity — but also a higher audit risk. Authorities take notice.

Balance capacity with caution.


Buildings

Renting or Buying

You can rent buildings (daily fee in Clean Cash) or buy them (one-time payment: 30–50× the daily rent).

Ownership brings tangible advantages:

Benefit Effect
Defense Bonus +20 Defense
Upgrade Slot +1 additional slot
Income Bonus +15% income
Laundering Cap +20% higher laundering limit

Building tier (server v1.61.0): every owned building has a Tier 0–3. Plan UPGRADE_BUILDING (Immobilien category, INT-driven, 120 min) to lift it. Each tier on a front-company adds +50% laundering throughput on top of the base +20% bonus — Tier 3 ≈ 3× Tier 0. Cost: BuyPrice × 0.5 × (next_tier+1) × 0.7 Clean Cash per upgrade. Can’t upgrade rented buildings.

Prices are dynamic and depend on the sector’s wealth and local heat. In hot areas you pay more.

Sabotage

Enemies can sabotage your buildings causing a 1–3 day lockout:

Rebuilding costs 40% of purchase price and takes 2 cycles.


Production Loop (Pharma · Alkohol · Waffen)

Drugs/booze/weapons make money two ways: directly (raw batch consumption via SUPPLY_ILLEGAL bumps the §7.5 income multiplier) and structurally (the chain itself is a four-action pipeline that ties up runners + sectors + buildings).

PRODUCE_DRUGS / BREW_ALCOHOL  →  TRANSPORT_GOODS  →  SUPPLY_ILLEGAL
       (at lab)                  (lab → front)       (at front)
Step Action Cost Duration Where
1. Produce PRODUCE_DRUGS / BREW_ALCOHOL $1500 / $800 240 / 180 min Pharma-Lab, Chem-Refinery (drugs) · Bars + Chem-Refinery (alcohol)
2. Distribute TRANSPORT_GOODS $0 60 min Lab → Frontbetrieb (one batch per run)
3. Activate SUPPLY_ILLEGAL $0 30 min Frontbetrieb (consumes 1 batch, sets the supply flag)

Storage caps (per slot):

Supply-multiplier cascade (SPEC §7.5): an active supply flag boosts the Frontbetrieb’s income that day. Pharma ×2.2, Alkohol ×1.5, Waffen ×1.5. Decays one tier per day without re-supply: day 0 fresh → day 1 half-decayed → day 2 flag flips false. Compound stacking when multiple slots are active (pharma + alkohol → 2.2 × 1.5 multiplier on the front’s daily income).

Building acquisition

Bots and human players acquire labs via BUY_BUILDING (clean cash up-front) or RENT_BUILDING (daily rent + 2× upfront fee). Both actions accept an optional template-name hint via the action’s target field (e.g. target="Chem-Refinery") — the server prefers the named template from the rentable catalog if it exists, otherwise falls back to a random pick.

Same-spot acquisition is deduped server-side (v1.97.5): once you own a building at a node, repeat BUY/RENT from that exact runner position is a no-op (no cash deducted, no slot allocated). Move to a different node first.

Why this loop matters

Without it, your only cash levers are EXTORT yields and rent — both bounded by the buildings you control. The production chain plugs into the existing portfolio: every Frontbetrieb you already extort can carry one or two active supply slots, each adding 50–120 % to its daily take. Chem-Refinery is the most efficient acquisition: cheapest (buy_slum $120k, rent_slum $3000) and dual-purpose (pharma + alkohol). Pharma-Lab is the legal alternative (lower heat, higher entry price).

Bot engagement note: corpllm-server v1.97.x (May 2026) closes a five-version chain of bugs where the production loop was technically implemented but no bot actually ran it end-to-end. From v1.97.5 onwards a 30-day standard sweep regularly shows non-zero transportGoodsCalls + supplyIllegalCalls per economist / hacker / econhacker bot. If you’re playing a session where bots had ≥30 days, expect ≈30 % of their Frontbetrieb income to come from active supply multipliers.


Drones & Cybercrime Income

Drone Hubs provide passive cybercrime income:

Cybercrime income = active_drones × $800 + (active_hoods − 1) × $300

Opponents can siphon cash via HACK_REROUTE (15% up to $3,000/day) or generate audit risk via TRACE_HACK. Defense: Firewall ($6,000 setup + $400/day) cuts hack probability by 50%.


Portfolio Risk (Portfolio Exposure)

Asset count drives two brakes:

Hacker bonus: the hacker strategy gets 3 additional free assets (hacker_free_assets: 3) — a 6/9 defense against audit pressure.

Think carefully about which assets to hold — beyond 8–10 assets without hacker bonus, the system actively pushes back.


Season End

At the end of every season, all buildings are automatically liquidated — you receive 80% of the purchase price back. Nobody takes their property into the next round.


Arming Up (Dirty Cash)

Weapons, armor and consumables are bought at the Black Market in dirty cash — from $1,500 for a melee weapon up to $25,000 for heavy military hardware. It’s a pure dirty-cash sink: a betrayal plus arrest confiscates a runner’s worn loadout for good, so committing heavy kit stays a real risk. Spare gear sits in your corp Armory and a separate consumable store, whose capacities both grow with the warehouses you own. See Runners → Loadout & Equipment.


Action Costs

Some actions require upfront costs that are deducted before execution:

Action Clean Cash Dirty Cash
SETUP_FRONT $4,000
TRAIN_HOOD $500
DONATE $1,000
AUDIT_PRESSURE $1,500

If the player cannot afford the costs, the action is skipped.

Additionally, some actions have gameplay-specific costs:


Sector Economy

Each sector has its own economic state, computed from wealth-flow (immigration + emigration) and the labor market (supply / demand):

Tier Trigger Meaning
Booming Inflow ≥ 200 cred and Inflow/Outflow ≥ 3:1 Wealthy migrants moving in, money flowing into the sector
Stable Default Nothing remarkable, neutral growth
Stagnating Labor-Supply ≥ 5 and Supply/Demand ≥ 2:1 Too many workers, too few jobs — wage pressure downward
Recession Outflow ≥ 200 cred and Outflow/Inflow ≥ 3:1 Wealthy fleeing, capital leaving the sector

Gameplay impact:

The trend is live-visible in the sector detail panel (7-day sparkline: inflow vs. outflow + net).


Sector Health

Parallel to the economy, the game tracks each sector’s demographic stability from birth and death data:

Tier Trigger Meaning
Thriving Births - emigration ≥ 5 Sector growing, fresh talent
Stable Default Demographic equilibrium
Declining Emigration - births ≥ 5 Sector shrinking, vacancies accumulating
Collapsing DeathsByViolence ≥ 10 OR (emigration ≥ 10 and births/emigration < 1:3) Crisis — player buildings lose workforce, notification to owners

Health and economy tier are independent: a sector can be Thriving (demographically) and Recession (economically) at the same time — that signals a “money brain drain” state where population grows but the wealthy are fleeing.