Heat & Law Enforcement
Heat is the manhunt pressure on you and your syndicate. The more attention you draw, the more dangerous your daily life becomes. The system has three independent levels that don’t directly affect each other — but together decide your survival.
Hood Heat (per runner, 0–100)
Each runner carries their own Hood Heat. It rises through crime and decays daily based on the current value:
| Current Heat | Daily Decay |
|---|---|
| 60+ | −3 / day |
| 30–59 | −5 / day |
| 10–29 | −8 / day |
| < 10 | stays |
Safehouse bonus: Runners in a safehouse decay 1.5× faster.
How do I send a runner to a safehouse? Plan the SEND_TO_SAFEHOUSE action (Verwaltung category, $500 clean cash). The runner immediately loses 30 Heat and stays out of action for 3 days; on the day of action the 1.5× decay bonus kicks in. Useful when a single runner has accumulated heat above 60 and you can spare them from your plan for a few days.
Hood Heat scrub via DATA_WIPE (server v1.68.0): for a $1,000 / 45 min TCH-driven hack against the police record system, −15 Hood Heat drops onto the executing runner immediately. Cooldown 48 h per player (no crew-rotation spam) and +5 Federal Heat for the digital intrusion — street-cops forget you, the FBI notices. Pairs well with CRYPTO_STEAL or HACK_SIPHON runs where Hood Heat racked up quickly.
What happens at high Hood Heat? Hood Heat is the primary factor in arrest probability. Combat-knockout arrest threshold: Heat > 60 + HP 0. Action-fail-arrest threshold: Heat ≥ 55.
Tactical tip: Rotate your runners. Let people with high heat rest while others take the hot jobs. An arrested runner is useless to you.
Sector Heat (per sector, 0–100)
Each sector has its own Heat value. It rises through fights, shootings, and open crime in the sector — and decays automatically by 5 points per day.
Sector Heat drives patrol spawns in the sector (see Law Enforcement):
| Sector Heat | Patrols per Sector |
|---|---|
| 0–29 | 0 |
| 30–59 | 1 |
| 60–79 | 2 |
| ≥ 80 | 3 |
Warning: A hot sector affects all players active there — not just you. If a rival heats up a sector, you suffer too.
Federal Heat (per player, 0–100) — The RICO Counter
Federal Heat is the most dangerous of the three levels. This isn’t about beat cops — it’s about federal authorities. High Federal Heat can destroy your entire empire.
What drives Federal Heat up?
- Serious crimes: Bombings, arson, murder always draw federal attention.
- Audits: Successful audits give +8 Federal Heat.
- Portfolio Exposure: Beyond 7 assets, each excess asset generates +0.5/day.
- NAP Betrayal: Second betrayal +15, third +25.
- Failed Counter-Actions: Botched crisis responses, caught bribing auditor, kidnap-auditor failures, etc.
- Civilian casualties: Collateral damage is taken seriously.
How do you reduce Federal Heat?
- HIGH contacts on PAYROLL passively drain Federal Heat: −0.5 per day per contact, capped at −1.25 / day total (full effect at 2-3 HIGH contacts).
- FALSE_ATTRIBUTION: Costs $1,500 per use and reduces Federal Heat by 8 points (Diplomat: 7) on first use. Effect diminishes with repetition (diminishing factor 150, floor 0.2 = at least 20% effect).
- Indictment Reset: A full indictment (see below) resets Federal Heat to 60 — at the price of seizure shock.
How do you know your Federal Heat?
Your Federal Heat is not directly visible. Other players only see vague hints in the Gazette. You yourself only learn your exact value through a Compliance Bureau contact — one of the most valuable informants in the game.
Federal Escalation
Thresholds are inclusive lower-bound: ORANGE starts at 60, RED at 75, INDICTMENT at 90.
| Level | Heat | Impact |
|---|---|---|
| GREEN | 0–39 | No attention. You’re under the radar. |
| YELLOW | 40–59 | Cryptic hints appear in the Gazette. Other players get suspicious. |
| ORANGE | 60–74 | Elevated arrest bonus (+0.03 probability bonus on your runners). |
| RED | 75–89 | Higher arrest bonus (+0.06). Daily 15% chance of building seizure. |
| INDICTMENT | 90–100 | Indictment! See below. |
INDICTMENT (90–100)
When you reach 90 Federal Heat, a 5-day countdown begins. Each day: 15% chance of building seizure.
Day 5 — FEDERAL SEIZURE:
- 50% Clean Cash confiscated
- 30% Dirty Cash confiscated
- 50% NetWorth seizure total
- All hoods arrested for 5 days
- All subsidiaries frozen for 3 days
- Federal Heat reset to 60
The Second Indictment — GAME OVER
A second indictment during one season eliminates the player (indictment.eliminations_for_game_over: 2).
Strategic Tips
- HIGH contacts on PAYROLL are your Federal-Heat shield: −0.5/day per contact, max −1.25/day. More than 3 HIGH contacts give no extra drain — use the additional slots for other benefits.
- FALSE_ATTRIBUTION is mandatory once you reach YELLOW. Don’t wait — effectiveness fades with repetition.
- The Compliance Bureau contact is your most important informant. Only they show your exact Federal Heat.
- Watch the Gazette. Cryptic hints about federal activity could be about you — or a rival.
- Watch your asset count. Beyond 7 assets, Federal Heat passively explodes — Hackers get 3 free assets as a bonus.