Victory Conditions

There are five ways to win a season. Net Worth and Politics are decided at season end; Elimination, Territorial Dominance, and Community Builder end the season immediately when their trigger fires.

Priority on ties: Elimination > Territory > Community Builder > Net Worth > Politics


1. Corporate Elimination (Instant Win)

Eliminate all other players by destroying their main HQs via RAID.

How it works:

What happens?

Note: This is the hardest but also the most satisfying win. You need military superiority, good reconnaissance, and precise timing.


2. Territorial Dominance

Control at least 45% of all sectors — at any point from day 10 onward, not just at season end. The moment you cross the threshold, the season ends and you win.

What counts as control?

Every player collects presence points per sector:

Whoever has the most presence points controls the sector. Contested sectors — equal points — count for nobody.

Extortion is upkeep work: a protection racket expires after 3–14 days (bigger shops stay intimidated longer) and collapses after 3 days without a COLLECT visit. A territorial run means operating a live extortion network — claim sectors with EXTORT, keep them paying with COLLECT, re-extort when rackets lapse.

Tip: Expand early. Buildings hold a sector permanently; extortion claims sectors fast but needs constant attention. The strongest territorial plays combine both.


3. Net Worth (Economic Dominance)

The player with the highest net worth at season end wins.

Calculation

net_worth_weights from game_params.json:

Item Valuation
Clean Cash 100%
Dirty Cash 50%
Buildings (at purchase price) 80%
Subsidiaries (setup cost) 50%
Hood value (per active hood) $3,000 fixed
Drone infrastructure 30%

Anti-Dumping Rule

In the last 5 cycles of the season: you can move a maximum of 10% of your net worth per day in transfers or sales. This prevents last-minute manipulation.

Cash-attack actions vs net-worth leaders

The economic-dominance path makes you a target. Three actions specifically extract value from a leading rival’s wallet — net-worth defenders should plan around them:

Action Version Hits Notes
CRYPTO_STEAL v1.65.0 Clean Cash steal_cash field:clean base=5000 attr=TCH×40+INT×30, clamped to victim’s balance. 72 h cooldown. Pure theft.
HACK_SIPHON v1.69.0 Clean Cash + Building DefenseValue steal_cash field:clean base=3000 attr=TCH×30+INT×20 + damage_building base=25. Drains the wash pipeline AND softens the building. 72 h per-runner cooldown.
BLACKMAIL v1.62.0 Dirty Cash Spend one intel record → steal_cash (default dirty). Cycle with SHADOW/INFILTRATE/HACK_RECON to refill the intel stack.

All three are clamped to the victim’s available balance — robbing more than they have just yields what they actually have. None bypass the Anti-Dumping rule (which gates outgoing transfers, not incoming theft).


4. Community Builder (v1.20+, Phase 6)

Grow the city under your stewardship. Triggers when:

When both gates clear: winner = non-eliminated player with the most SectorsControlled. Tie-break: lowest player index (deterministic for replays).

Strategy:

Pure read on existing game-state fields — no new tracker. Checked per tick, after Elimination + Territorial Dominance (which preempt).


5. Political Influence

Keep the Mayor on your PAYROLL for a certain number of consecutive cycles.

Season Length Cycles Required
Quick 7
Standard 10
Epic 14

Requirements

What resets the counter?


Season End

When the season ends — whether through elimination or time limit — the following occurs:

Rewards

Then what?

New seed, new city, new season. Everything starts over — but your reputation remains.