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Economy & Money Model ​

Money in BBox: Kingpin is not one number. It is dirty or clean, and it is held by different parties. Getting this model right is the difference between a growing empire and a seized one. This page is the authoritative reference for where cash lives and how it moves.

The money readout: dirty cash, clean cash, and crew holdings.

Money lives in separate pots: your dirty cash, your laundered clean cash, and cash fronted to crew. Laundering moves dirty to clean; the pots below spell out who holds what.

The three pots of money ​

PotWhoseStateNotes
Player dirty cashPlayerDirtySpendable on the business (property, loans, operations), but it is proceeds of crime. Laundering turns it into clean cash.
Player clean cashPlayerCleanFully legitimate money you can use freely and safely.
Member fronted cashA crew member, given by youDirtyDirty cash you handed a member; recovered via stash / collect / launder orders.
Member walletA crew member, their ownTheirsThe member's personal money. The player can never touch it.

IMPORTANT

A crew member's wallet is their personal money. You never take from it. When you "collect" from a member you are pulling back the dirty cash you fronted them, not their wages. Confusing the two is the most common misunderstanding of the economy.

Laundering ​

Laundering converts a member's dirty fronted cash into player clean cash. It is conserved: every dollar removed is accounted for across four buckets, nothing vanishes into thin air.

When you launder an amount of dirty cash from a member:

member cut = amount x memberCutRate (goes to the member's wallet) player clean cash += (amount - member cut) x launderEfficiencyburned fee = the remainder (the cost of washing it) street heat += a heat exposure amount (laundering is still a crime)

BucketDefaultMeaning
Member cut5% of amountThe member's skim, lands in their wallet
Launder efficiency80% of the restShare that survives as clean cash
Burned feeremainderLost to the laundering process
Street heatheat exposureAdded to the section, see Heat

The four knobs (cut rate, efficiency, fee, heat exposure) are config values. The "Launder" button is a soft nudge, not a guaranteed instant conversion.

Where money is lost ​

Different bad endings hit different pots. This is the full loss matrix:

EventWhat happens to the member's cash
Member killedFronted dirty cash is lost (you are notified)
Member arrestedFronted dirty cash is frozen while they are inside
Member defectsThey take the fronted cash with them
Member flees combatThey keep the cash, you keep the member
Building raidedOnly stored cash in that building is seized

The takeaway: cash sitting on a person is exposed. Cash you have laundered into clean player funds is safe. Moving money from dirty to clean, and off people into fronts, is risk management.

The drug trade ​

The core earner. Product flows from a supplier down to the street, and the margin depends on how you sell it.

NOTE

The trade currently centers on cocaine, cut to crack for retail. Product types are data, not hard-wired. Adding a new drug is a new field plus its prices and a place to make or buy it, not a new system. See the worked example in adding content.

Supply chain ​

TierTransactionAmountPrice
Supplier to crewBuy cocaine200g$1000
Crew to addict (retail)Sell crack50g$500
Crew to distributor (wholesale)Sell cocaine200g$1400

The margin choice ​

Buy 200g for $1000, then choose how to move it:

StrategyHowRevenueProfitMarginTrade-off
RetailSell 4 x 50g at $500$2000$1000100%Fattest margin, most heat
WholesaleSell 1 x 200g at $1400$1400$40040%Thinner margin, smaller footprint

Street dealing pays double but lights up the block. Wholesale is quiet money. Your crew's traits push them toward one or the other: a ruthless, greedy member wants the corner; a cautious one prefers moving weight quietly.

Dynamic supply ​

Suppliers scale their stock to your crew automatically, so adding members does not starve the supply:

restock amount = gang member count x purchase sizemax inventory = gang member count x purchase size x buffer multiplier

Change how much each member buys (the purchase-size goal value) and suppliers adjust with no manual retuning. Full config in Modding: economy config.

Other income ​

SourceNatureHeat profile
Protection racketsSteady recurring incomeKeeps your name on the street
Debt collectionLump sums from debtorsIntimidation raises heat
ExtortionOne-off shakedownsHigh heat, fast cash
Legit frontsSlow, safe, and the cover that makes laundering workLowest heat

Crew commands are nudges ​

Order buttons like "launder," "collect," or "send crew" are soft priority nudges, not hard commands. They bump a goal's priority for one member; they do not force an instant, guaranteed, targeted action. This is deliberate: you do not directly control your crew, you influence them. See GOAP for why.

Modding ​

Prices, restock rates, caps, the laundering knobs, and income rates are all config values. See Modding: economy config.

Community documentation for BBox: Kingpin.