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:
- Phase 1 — BREACH: You attack the enemy HQ in cycle N and break through the defenses.
- Phase 2 — SEIZURE: In cycle N+1 or N+2 you execute the hostile takeover.
What happens?
- The defender receives a 24-hour warning after the BREACH. They can relocate their HQ, reinforce defenses, or launch a counter-attack.
- A successful elimination dissolves the entire enemy organization — runners, buildings, contacts, everything.
- The season ends immediately when a player is the last one standing.
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:
- +1 for each of your buildings in the sector that is active and has a manager assigned.
- +1 for each building you are actively extorting (EXTORT) in the 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:
- City-wide population growth ≥ +25% (
CommunityBuilderDriftThreshold: 25) - Day ≥ 30 (
CommunityBuilderMinDays: 30) — prevents lucky early-game spike wins
When both gates clear: winner = non-eliminated player with the most SectorsControlled. Tie-break: lowest player index (deterministic for replays).
Strategy:
- Low heat → less emigration from your sectors
- Fair wages → less quit-by-wage in your buildings
- Wealthy sectors attract immigration
- Avoid heat-mortality cascades (otherwise pop drops via violence deaths)
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
- You must win the mayoral election (or bring the current mayor to your side).
- You must maintain ongoing payments — any missed payment breaks the chain.
What resets the counter?
- Election loss — another player wins the mayoral election
- POACH by a rival — someone recruits your mayor contact away
- Missed payment — you can’t or won’t pay anymore
- Federal Heat at 75+ — in the RED range all HIGH contacts are suspended, including the mayor
Season End
When the season ends — whether through elimination or time limit — the following occurs:
- A special Gazette appears with the complete season chronicle
- Individual statistics for each player: fights, wealth, contacts, notable moments
- Ceremonial winner announcement with the winner and winning condition
Rewards
- Cosmetic Prestige Unlocks: emblems, skins, and badges that show your success
- These rewards are permanent and displayed in future seasons
Then what?
New seed, new city, new season. Everything starts over — but your reputation remains.