How to Play: GenLife Expansions & Careers
A short, plain language guide to each expansion and decision based career. What it is, how to start, and the key choices you make to grow.
Found and lead your own cult. Thousands of faceless followers pay yearly dues, while a small named inner circle of disciples surrounds you. Grow the flock without drawing a deadly police raid. The cult dies with you, it is not passed to your heir.
Getting started
- Pick a philosophy (Cosmic Ascension, Doomsday Reckoning, Purity of Flesh, or The Great Awakening), your cult's identity and creed.
- Buy a plot as headquarters, from a Rented Basement up to a Private Island. Bigger plots cost more and have higher upkeep, but attract more followers, hold more disciples, and raise the ceiling on flock size.
How you grow
- Up to 4 actions per year: hold sermons, recruit, run ceremonies, build structures. Structures permanently raise appeal.
- Each year you issue 3 doctrine decrees (the decision matrix). The best mix shifts as you grow through eras (Fledgling → Rising → Movement → Holy Empire). Early on, intimate grassroots decrees work best; at scale, control, spectacle, and harder-line measures win.
- Matching the era's best mix surges growth, charisma, and devotion. A poor mix bleeds members, keep experimenting.
The danger: Heat
- The most extreme decrees raise law-enforcement Heat. High heat risks a raid that can end everything.
- Cool it with Public Outreach, soup kitchens, schools, hospital wings, charity galas, disaster relief. Bigger gestures cost more, cool more, and are better value the larger you go.
Watch out for
- Neglect: stop leading for years and devotion and followers decay.
- Inner circle churn: after a disciple leaves or is expelled, recruiting a replacement is locked for a few years.
- High-zeal disciples are volatile when promoted.
Run your own restaurant. Each year open for service up to 5 times. Cook dishes in advance, open the doors, customers show up based on reputation, and everything settles to cash that same year. Not inherited.
Getting started
- Pick dishes for your menu, all 15 are unlocked from day one (soft drinks and fries up to pasta and pizza). Each has a set price and ingredient cost, so each has a different margin.
- Set a quantity per dish and pay to cook those plates up front, your stock for the next run.
Opening the restaurant
- All dish lines resolve at once. Customer count is driven by reputation. Unsold plates are wasted, so don't over-cook.
- Profit settles immediately, with per-dish feedback to plan the next run.
The skill layer
- Once per year make one board decision that adjusts reputation (triple weight). Pick 3 of 6: Fresh Ingredients, Staff Training, Local Ad, Discount Promo, New Equipment, Expand Seating.
- The hidden best set of 3 changes with your tier (Rookie → Privateer → Contender → Champion → Legend). Basics early; growth-oriented plays later.
- Optionally hire a consultant to reveal per-dish demand estimates before opening.
Build a televangelist empire. A faceless congregation pays yearly tithes while named associate pastors and board members surround you. Grow reach without triggering an IRS audit. Ends when you die, not inherited.
Getting started
- Pick a doctrine (Prosperity Gospel, Faith Healing, End-Times Revival, or Prophetic Word).
- Buy a venue, from a Storefront Chapel up to a Global TV Network. Bigger venues boost reach, seat more inner-circle members, and raise the congregation ceiling.
How you grow
- Up to 4 actions per year: preach, run crusades, broadcast, build facilities, do good works.
- Each year preach a sermon series, pick 3 of 8 themes. The best set shifts with your era (Storefront Start-Up → Growing Flock → Megachurch → Media Empire). Sincere outreach early; broadcast spectacle and money grabs later.
The danger: Scrutiny
- The greediest themes raise Scrutiny, the IRS/media meter. Too high triggers an audit that seizes cash and scatters the congregation.
- Cool it with Good Works, food pantries, mission trips, schools, shelters, telethons, disaster relief.
Watch out for
- High-greed inner-circle members may embezzle or expose you.
- After an aide leaves or is defrocked, there's a few-year lockout before recruiting a replacement.
Run a creator collective. A faceless subscriber base drives revenue while a small named roster of creators lives in the house. Grow subscribers without a controversy that gets you cancelled. Not inherited.
Getting started
- Pick a niche and a studio tier, from a cheap starter setup (~$5K) up to a top-tier studio (~$40M). Bigger studios boost growth and roster size.
How you grow
- Up to 4 actions per year, plus pick 3 content strategies (the decision matrix).
- Small channels reward steady, grind-it-out growth; big houses reward high-revenue, high-controversy spectacle. A good read can surge growth up to ~2× that year.
The danger: Controversy
- Spectacle-heavy strategies spike Controversy. Too high and you get cancelled, gutting the house.
- Cool it with paid Reputation Management. Neglect the house too long and it implodes on its own.
- After a creator leaves, there's a 3-year lockout before recruiting a replacement.
Build a multi-level-marketing empire (a pyramid scheme). Recruit a faceless downline plus a small named roster of top distributors. The market always saturates eventually, the real skill is cashing out before it collapses. Not inherited.
Getting started
- Name the scheme, pick a product (Cosmetics, Supplements, Leggings, or Crypto Mentorship), and buy an HQ tier: Garage ($5K) up to Global Brand HQ ($30M). Bigger HQ means more buzz, more distributor slots, a larger per-recruit multiplier, and slower saturation.
How you grow
- Up to 4 actions per year, plus pick 3 of 8 tactics. The best set shifts by era (Side Hustle → Growing → Big League → MLM Empire). Soft grassroots tactics early; aggressive money-grabs late.
The dangers
- FTC Scrutiny: aggressive tactics raise it. Too high and the FTC busts you. Cool it with expensive Legal Defense.
- Saturation: a doomsday clock that always climbs, shrinking buy-in income and rotting your cash-out value.
- Losing a top distributor collapses their entire sub-tree.
Build a clothing empire across 20 levels. Climb by making the right yearly business decisions and producing garments that actually sell. Inheritable, your heir keeps the company.
Getting started
- Start at Level 1 (a "Bedroom Label") and work up to a global fashion house. Produce garments across four tiers: Basic (cheap, high volume) up to Designer (expensive, low volume, high margin).
How you grow
- Each year make 3 decisions from 20 options. Every level has a hidden best set of 3: scrappy fundamentals early, scaling and brand building mid, bold ambitious moves late.
- Correct picks raise your company score and advance you; hit all 3 in a year for a bonus. Wrong picks quietly hurt, flashy moves hurt most when mistimed.
- Optionally hire a consultant once a year to reveal demand estimates.
Watch out for
- No police or death meter, failure is economic. Wrong decisions tank your score (dropping demand and margins), and over-producing leaves unsold stock that depreciates and must be dumped at a loss.
The car-making sibling of Threadworks, a 20-level manufacturing empire built on smart yearly decisions and right-sized production. Inheritable.
Getting started
- Start at Level 1 (a "Garage Startup") and climb toward global dominance. Build cars across four demand tiers by price: Budget (high volume) up to Exotic (low volume, high margin).
How you grow
- Each year make 3 decisions from 20 options. Every level has a hidden best set: operational grind early, scaling and brand building mid, bold aggressive plays late.
- Correct picks raise your score and advance you; all 3 in a year earns a bonus. Mistimed flashy plays hurt most.
- A consultant (once a year, for a fee) reveals per-model demand.
Watch out for
- Same as Threadworks: no heat or death meter. Mistimed decisions crater your score, and over-production piles into depreciating stock sold at a loss.
Run a nightlife venue. Each year host a handful of nights and pack the dance floor without drawing a police raid. Not inherited.
Getting started
- Open one of 5 venue tiers. Bigger venues hold bigger crowds.
How you grow
- Run up to 5 nights per year. For each night set three things: the headliner, the door policy, and a capacity dial (50 to 160%).
- The right headliner-and-door combo shifts across 4 eras as your regular crowd grows. The on-trend combo boosts turnout (~1.35×) and buzz.
The danger: Police Heat
- Pushing capacity past 100% triggers escalating incidents that pile on Police Heat. Sustained high heat triggers a raid that guts the venue.
- Cool it with a scaling cash sink (cleanups run roughly $400K up to $9M). One resident DJ slot, with a 3-year lockout after one leaves.
Buy a ranch and breed cattle across generations. The skill is genetics: you stack good traits into a champion bloodline over the years, then sell elite stock for a fortune. The ranch is tied to you and is dispersed when you die, so it does not pass to your heirs.
Getting started
- Buy a Smallholding to begin. You start with a couple of cows and a bull.
- Check the market banner. It shows what buyers want right now: Dairy, Beef, or Show. The market shifts every few years.
How you grow
- Every animal has three visible traits: Milk, Beef, and Frame. Which trait matters for value depends on the current market (Dairy rewards Milk, Beef rewards Beef, Show rewards a well-rounded animal).
- Breed your best cow with your best bull. It's free to use your own bull, or pay a fee for an elite outside stud for better genes. A calf inherits a random mix of each parent's genes plus a little variation, so good pairings improve your herd slowly over generations.
- Sell animals that don't fit the market or are past breeding age, and keep your best ones to breed from. Breeding-age bulls with high stats are your biggest sales.
Hidden genes
- Some animals secretly carry rare recessive genes: an exotic coat (a big auction premium) or double-muscling (a large beef bonus, but a risky birth).
- Pay for a genetic test to reveal whether an animal is a carrier, then breed two carriers together for a chance at a rare, valuable calf.
Watch out for
- Herd Health: overstocking a full barn with mediocre animals and neglecting care pushes health down, and a disease outbreak or drought can wipe out part of your herd. Spend on Care to keep it healthy.
- Age: cows breed from age 2 to 10, bulls to 12, and animals die of old age around 16. Sell animals before they become dead weight.
- Breeding is capped per year and the barn has a hard capacity. Upgrade tiers (Cattle Ranch, then Pedigree Stud Farm) for more room, more breedings per year, and higher sale prices.
Fill casks with new spirit and age them for years into rare, valuable whisky. This is a patient business: your money is tied up while casks mature, and the big paydays come much later. It's tied to you and lost when you die, so it's a poor choice to start late in life.
Getting started
- Found a Craft Still. You begin with a couple of casks already a few years into aging.
- Check the market banner. Collectors currently favour one flavour: Smoke, Richness, Smoothness, or Complexity. It shifts every few years.
How you grow
- Fill casks. The wood you choose decides which flavour the whisky develops over time (for example a Peated cask grows Smoke, a Sherry cask grows Richness). Filling is cheap; the value comes from the years of aging.
- Each year a cask develops more flavour but also loses a little volume to evaporation (the "angel's share"), so you can't age it forever.
- Nose a cask (for a fee) to reveal two hidden things: its caliber (whether it's an exceptional "hero" cask or a dud) and its peak age (the best year to bottle it).
- Bottle a cask at or near its peak, ideally while the market still wants its flavour. Bottle one cask on its own, or marry several into a blend (the blend's age is set by its youngest cask).
The Cask Broker
- Each year a broker offers pre-aged casks for sale at a premium. Buying one lets you skip years of waiting, useful if you want income sooner or started the distillery later in life. Don't buy one just to bottle it immediately, as the premium means you'd lose money.
Watch out for
- Warehouse Risk: overstocking raises the chance of a fire or leak that destroys casks. Spend on Maintenance to keep it low.
- Over-aging: past a cask's peak, the whisky turns woody and loses value each year. Don't sit on it.
- Market shifts: a cask matched to the current market sells for the most, but a cask matures over many years, so the market may have moved by the time it's ready. A cask's own flavour always counts for part of its value, so it's never worthless, just worth less off-market.
- Casks per year are capped and the warehouse has a hard capacity. Upgrade tiers (Regional, then Heritage) for more casks, more fills per year, higher prices, and slower evaporation.
Run a fabless chip-design studio. You assemble a chip from five components and sell the design. There's no factory and no follower count: the whole game is reading what the market wants and building to it. The studio is tied to you and does not pass to your heirs.
Getting started
- Found a Garage studio. At this tier you can only design for older, cheaper process nodes; you unlock finer ones as you scale up.
How you grow
- Each market cycle there's a Design Brief describing what buyers want, written as their priorities (for example a need for the lowest possible cost, or for maximum data bandwidth). The brief covers some of the five component slots: Architecture, Process Node, Memory, Power, and Packaging.
- Design a chip by choosing one option in each of the five slots to best satisfy the brief. Read what each component actually is and match it to the buyers' needs. You pay an R&D fee up front for each design.
- Sell the design. A design that fits the market well pays several times its R&D fee; a poor fit can lose money, so a careful read matters.
- The brief doesn't spell out every slot, and the right recipe changes when the market shifts. You learn the harder slots by selling and seeing the price, or by paying for a market appraisal that previews a design's value before you commit.
Watch out for
- Designs go stale: a design loses value every year and is scrapped after a few years. Sell promptly, ideally within the same market cycle you designed it.
- Market shifts: when the market moves on, a design built for the old demand is worth far less. Don't stockpile designs.
- IP lawsuits: the more designs you hold, the higher the yearly chance one gets pulled from the market.
- Designs per year are capped and your portfolio has a hard capacity. Upgrade tiers (Boutique, then World-Class) for finer nodes, more designs per year, a bigger portfolio, and higher prices.
Build a property empire on borrowed money. You buy buildings with mortgages, so you control far more than your cash, then ride the market cycle: prices rise and fall over time, and because you're leveraged, those swings are amplified. The empire runs on your personal credit, so it's wound down when you die and does not pass to your heirs.
Getting started
- Set up as a Block Operator. You buy your first buildings from the listings.
- Check the Market Outlook card. The market is in one of three cycles, Boom, Steady, or Downturn, and one property segment is "hot" each era. Cycles last a few years before they turn.
How debt works
- When you buy, you pay a down payment in cash and the bank lends the rest as a mortgage. Your real wealth is Equity = a property's Value minus its Debt.
- You pay interest on that mortgage every year out of your rent, and you only reduce the loan by paying it down or selling.
- Buying moves cash into equity (your bank balance drops but your net worth doesn't). Watch the Equity stat, not just your cash.
How you grow
- Rent income: each building earns rent every year, minus its mortgage interest and upkeep. Some segments throw off strong cash flow while more prestigious ones earn little rent and lean on their value rising instead, so the segment you buy matters. A building's condition drives how full it is, so a well-kept building earns much more than a run-down one. Renovate to keep condition (and rent) up.
- Appreciation: this is the big money. In a boom, leverage multiplies your equity gains. You realise that gain by selling, or by refinancing (re-borrowing against the higher value to pull cash out and buy more).
- Each year you get a limited number of deals (buying and refinancing). Selling is unlimited, so you can always exit. Renovating and paying down debt are free to do any time.
Riding the cycle (the skill)
- In a Boom: buy, favour the hot segment, and refinance winners to roll equity into more property.
- In a Downturn: de-risk. Pay down debt or sell your most-leveraged buildings before they get into trouble.
- Booms don't last; the longer one runs, the closer the turn. Get safe before it flips.
The danger: foreclosure
- Your Leverage (LTV) bar is the risk gauge. Push your debt too high and a downturn can force the bank to seize a property, wiping its equity.
- This only bites when you're over-leveraged heading into a price drop. Keep your leverage under control before the market turns and you're safe.
Watch out for
- A hard cap on how many properties you can hold and how many deals you can do per year. Upgrade tiers (Property Manager, then Skyline Developer) for more properties, cheaper mortgages, and more leverage.
- Leverage cuts both ways: it makes booms thrilling and downturns dangerous. Don't sit fully maxed-out when the outlook turns down.
Charter your own bank and steer its lending through changing economic conditions. A high-stakes finance endgame. Committed capital lives inside the bank and is lost if you die, it doesn't pass to an heir.
Getting started
- Pick a charter tier and commit capital: roughly $100B, $1T, or $10T. Capital is locked for 5 years; pulling out early costs a 30% penalty.
How you grow
- 3 actions per year. Each year pick 3 lending tactics to match the current economic regime (which rotates, boom, recession, etc.).
- Matching the regime's correct set lifts returns; missing it drags them down (a small floor means you never earn nothing).
The danger: two doomsday meters
- Run Risk and Scrutiny both climb with reckless lending. If either maxes out you hit a Bank Run or Seizure crisis, one year to bail yourself out, or you go bankrupt and earn a lifetime ban from banking.
Run your own hedge fund. Seed it with your own money, trade a live market, and as your track record grows, AI investors pour capital in. Not inherited, on death your own capital returns to your estate as cash and investor money dissolves.
Getting started
- You need serious wealth to found one (~$500M). Seed the fund with up to $100M of your own money.
The core rule: two pools of money
- Your capital is your own equity, you can withdraw it back to cash.
- Investor capital is NPC money, you can never pocket the principal. You earn from it only through "2 and 20" management and performance fees.
- The fund trades the combined pool, so your own money is genuinely at risk.
How you play
- Trade six fictional companies, each with a distinct personality, a steady blue chip, a momentum growth stock, a cyclical energy name, a binary biotech, a high-beta robotics play, and a wild speculative meme stock. Leverage up to 10× means positions can get liquidated.
- Your reputation (0 to 100) determines how much investor money you attract, up to 9× your own capital. Investors demand at least ~11% a year or they redeem in full.
Watch out for
- Leverage plus volatile names means liquidation risk, so size your positions carefully and the upside is yours to capture.
An endgame power-law bet. Back a portfolio of named startups, most go to zero, and the whole fund lives or dies on the rare unicorn that returns 25 to 90×. Not inherited and lost on death: undeployed capital and unexited companies vanish if you die.
Getting started
- Raise Fund I ($1B). Return at least 2× to unlock the next fund, Fund II ($5B), then Fund III+ ($25B).
How you play
- Each year you're offered 4 fresh deals, each a named startup with a sector and a noisy buzz signal (0 to 100). Back up to 4 a year by deploying capital.
- Outcomes are hidden and follow the power law: ~63% fail outright, 25% return a small multiple, 9% return big, 3% are unicorns. Buzz correlates with success but is deliberately noisy, some loud failures are traps, some quiet startups are sleepers.
- Startups resolve after a few years, raising new rounds where you follow on (put in more to keep your stake) or pass and get diluted.
The endgame billionaire mega-bet. Commit a fortune, lock it for years, and steer it with one big strategy decision per year. Not inherited and lost on death.
Getting started
- Commit around $100B. It's locked for 5 years; exiting early returns only 60% of value.
How you play
- The 3-pick decision matrix is the return engine. Each year pick 3 focus areas to match your program's current phase (Startup → Launch Provider → Spacefaring → Interplanetary).
- Read the phase right and your capital compounds (~+8% a year at a perfect read); read it wrong and it shrinks (down to ~-14%). A ~1% operating burn runs every year regardless.
Found a private AI company and burn cash to build something sellable. The company's worth lives in its paper valuation, which only becomes real money when you sell while alive. Die before selling and the fortune evaporates, it's never inherited.
Getting started
- Found it with around $5B. Pour money into two escalating levers: Compute (levels 1 to 6) and Talent (tiers 1 to 5), money pits that push your capability forward.
How you play
- Make one big research decision per year, pick 3 focus areas to match the current AI era (architecture, scaling, capability, agentic). Each era rewards a different mix, and some appealing options are decoys.
- Matching the era boosts capability; the frontier keeps moving, and staying ahead of it multiplies your valuation.
The other expansion your heirs inherit. Any fortune you hold directly, your crypto (free tokens) plus your Swiss, Panama, and Bahamas connections, can be a target for hackers. Each year there's a chance of a breach that slashes a big chunk of those holdings. The Bastion is a private cyber-security operation you build up over 16 levels to drive both the odds and the damage down toward nothing. It passes to every heir, so a dynasty can grind it to full protection over generations.
What's at risk (and what's safe)
- Hackable: crypto you hold directly plus inherited crypto shares, and your Swiss / Panama / Bahamas connection balances.
- Never hackable: money parked with a financial manager (regular or Bahamas), and any crypto locked as DeFi collateral. Park wealth there and it simply can't be stolen.
The threat
- Each year rolls a breach. Unprotected (Level 0) that's a 30% chance to lose ~85% of your hackable pool in one hit, brutal. After a successful breach, hackers move on for a couple of years (a short cooldown).
- Every level you build lowers both the breach chance and the share stolen. At Level 16 the odds fall to ~1%/yr and any single theft is hard-capped at $100K, effectively immune. Crypto is taken by slashing your token quantities, not a dollar balance.
Getting started
- Found the operation for a one-time $50B (age 18+). From then on it stays active for you and every heir.
How you build it (the matrix)
- The 16 levels are grouped into 4 domains, 🧱 Perimeter → 🔐 Identity → 🛡️ Data → 🛰️ Threat Intelligence, each with its own hidden best 3 and its own annual build cost (5T → 15T → 30T → 50T per year as you climb).
- Each year you fund and commit a security plan: pick 3 of 8 decisions. Match the domain's best 3 for a full step of progress; 2/3 crawls; a poor read wastes the year (and the funding) while you stay exposed.
- A level takes 2 perfect years to complete, so a flawless run finishes all 16 in 32 years for a total of 800T. It cannot be rushed with money, one plan per year, so full immunity is a focused, decades-long campaign (and an heir can finish what you start).
Inheritance (the point)
- Your level, in-progress build, and breach history all carry to your heir. They pick up exactly where you left off and keep climbing toward full immunity.
The one expansion your heirs inherit. You found a research foundation and cure chronic illnesses in batches. Every cure is permanent for your entire bloodline: once you cure a disease, neither you nor any descendant can ever be diagnosed with it again, and any active case you have is wiped. Curing diseases is a years-long, fortune-draining campaign, but once a cure lands you get a few years of exclusive sales before the government subsidizes it, so a well-run batch can pay for itself and then some. It's also the only way to permanently free your family from chronic illness.
Getting started
- Found the Institute for a one-time $25B. From then on it stays active for you and every heir, no re-founding, ever.
- Start a research batch: pick 1 to 4 diseases to cure together. They all advance through the stages in lockstep on one shared plan. You can't add more to a running batch, finish it first, then start a fresh batch.
How a cure works
- Every cure marches through the same 4 stages: 🔬 Discovery → 🧫 Preclinical → 💉 Clinical Trials → 📋 Approval & Rollout. Clinical Trials is the long, brutal, expensive one. Since the whole batch shares a stage, there's just one research plan per year for all of them.
- Each year you fund and commit that plan: pick 3 of 8 decisions (recruit scientists, sequencing, AI modeling, build labs, animal trials, patient recruitment, pharma partnership, lobby regulators). Each stage has a hidden best 3.
- Match the stage's best set and the whole batch makes strong progress. A poor read sets the entire batch back and wastes that year's funding anyway, good and bad calls hit every disease in the batch equally.
- Funding scales with the stage and with how many diseases (and how hard) are in the batch, a 4-disease batch costs roughly 4× a single one per year. But batching never changes the total cost of any cure; it just compresses the bills into fewer, bigger years, so the real limit is how much simultaneous funding your fortune can bankroll. A batch finishes in ~14+ years of focused play, and curing all 11 diseases is a ~30 to 40 year campaign.
Selling the cure (the payoff)
- The moment a batch completes, every disease in it is cured at once, and each opens its own 8-year exclusivity window: you sell at monopoly prices and bank an annual royalty, then the government subsidizes it and that cure's royalties stop for good.
- Each cure's total royalties are fixed per disease (Leukemia tops the list at ~$500B over the 8 years, down to ~$240B for Type-1 Diabetes) and are deliberately not tied to what you spent, so fumbling the research and spending more never earns you more. The only way to come out ahead is to cure efficiently.
- A clean cure recoups its cost and turns a modest profit (never more than ~2×); a sloppy, drawn-out one barely breaks even or loses money. Either way, you keep the permanent immunity. You can abandon a batch any time, but all its progress is lost.
Inheritance (the point)
- Cures already found stay found forever down the family line.
- An in-progress batch carries over too, if you die mid-Clinical-Trials, your heir picks up exactly where you left off.
- Royalty windows carry over as well, an heir keeps banking the remaining exclusive-sales years of a cure you completed before you died.
- Each generation chooses: keep funding new batches, or coast on what's already cured and spend nothing.
An ultra-rich liquidity desk, you commit a colossal fortune and make markets across fictional currency pairs, earning the spread on trading volume. But you fight impermanent loss: when the currencies you hold diverge, your inventory skews toward the loser and bleeds value. A perfect read of the market mood nets major gains; a poor read loses far more. The committed capital lives inside the desk and is lost if you die, it doesn't pass to an heir.
Getting started
- You need a colossal net worth to even see it. Commit one of two tiers: $300T (Regional Desk) or $400T (Global Desk). The capital is locked for 5 years; pulling out early costs a 30% penalty.
How you grow
- You get 3 actions per year. Each year you set a book of 3 currency pairs (the decision matrix) to match the current market mood (which rotates, Calm Markets, Risk-On Rally, Flight to Safety, Global Turmoil, Normalization).
- The return is your spread income net of impermanent loss, driven purely by how well the book fits the mood. A perfect read earns major gains; a total miss loses far more. Pairs come in three tiers, Majors (safe, thin spread), Minors (risky), Exotics (fat spread, violent divergence). Risky and exotic pairs add nothing to your spread; they only raise your risk meter.
The danger: Devaluation Risk
- One doomsday meter. Minor and exotic pairs raise Devaluation Risk. If it maxes out you hit a Currency Crisis: your impermanent loss locks in and you get one year to bail yourself out (the full commitment again), or you wind down and earn a lifetime ban from the FX markets.
- Cool it with Hedge moves (Hedge the Inventory, Diversify the Pairs, Central-Bank Swap Line), a scaling cash sink.
The ultra-rich cousin of The Reserve and Sovereign, but where those funds bleed slowly through risk meters, Genesis lives or dies by a single big bang: you commit a planetary fortune to geoengineering Earth's climate, and pushing the planet too hard can crater your capital in one shot. A perfect read of the climate pays major gains. Non-inheritable and lost on death.
Getting started
- Commit a fortune at one of three tiers: Climate Initiative ($300T), Planetary Program ($400T), or Gaia Engine ($500T). The cost is charged up front and held as the program's capital, off your net worth. It's locked for 5 years (30% penalty to exit early).
How you play
- Each year a global climate state is in force, Warming Spike, Cooling Overshoot, Megadrought, Superstorm Era, Ocean Acidification, or Stable, and it rotates. You get up to 3 moves a year.
- Set a plan: pick 3 of 8 interventions, from calm, stabilizing ones (Reforestation, Direct Air Capture, Renewable Grid, Wetland Restoration) to powerful, aggressive ones (Stratospheric Aerosols, Ocean Iron Seeding, Cloud Brightening, Orbital Solar Shade). Match the climate's hidden winning trio to earn major gains; a poor read bleeds capital, and no intervention adds any "juice," so risky picks only buy you danger.
The danger: Instability and the big bang
- One meter: Instability. Aggressive interventions raise it; stabilizing ones cool it.
- Above moderate Instability, a runaway event can fire and crater 20 to 55% of your capital in a single shot, far harder per hit than the freeze funds' partial seizures.
- At extreme Instability a full Tipping Point wipes the program entirely. You then have one year to re-fund (the full charter cost again) or wind down and earn a lifetime ban.
- Cool Instability with Mitigation (monitoring, containment, an international moratorium), a scaling cash sink.
The ultra-rich sibling of The Reserve, skinned as a sovereign-debt fund, you commit a colossal fortune and lend it to nations. There's no easy yield: a perfect read of the macro regime adds major gains in a year, and a poor read bleeds capital far faster than a good one builds it. The committed capital lives inside the fund and is lost if you die, it doesn't pass to an heir.
Getting started
- You need a colossal net worth to even see it. Commit a tier: roughly $300T (Regional Lender), $400T (Continental Lender), or $500T (Global Lender of Last Resort). The capital is locked for 5 years; pulling out early costs a 30% penalty.
How you grow
- You get 3 actions per year. Each year you pick 3 borrower classes (the decision matrix) to match the current macro regime (which rotates, Global Stability, Tightening Cycle, Emerging Boom, Debt Crisis, Recovery).
- The yearly return comes purely from how well your loan book fits the regime. A perfect read earns major gains; a total miss loses far more. Safe borrowers only win when the regime calls for them; risky and distressed borrowers add nothing to your return, they only raise your risk meter.
The danger: Contagion Risk
- One doomsday meter. Risky and distressed borrowers (Emerging/Frontier Markets, Commodity States, Distressed Debt, Bridge Bailouts) raise Contagion. If it maxes out you hit a Default Cascade crisis: one year to bail yourself out (the full commitment again), or you wind it down and earn a lifetime ban from sovereign lending.
- Cool Contagion with Backstop moves (Diversify the Loan Book, Restructure Debt, Coordinate a Bailout Package), a scaling cash sink.
The ultra-rich sibling of The Bank, a sovereign-scale fortune you steer through shifting global markets. There's no easy yield here: a perfect read of the macro regime adds major gains in a year, and a poor read bleeds capital far faster than a good one builds it. Like the Bank, the committed capital lives inside the fund and is lost if you die, it doesn't pass to an heir.
Getting started
- You need a colossal net worth to even see it. Commit a tier: roughly $300T (National Fund), $400T (Sovereign Fund), or $500T (Global Reserve). The capital is locked for 5 years; pulling out early costs a 30% penalty.
How you grow
- You get 3 actions per year. Each year you pick 3 allocation sleeves (the decision matrix) to match the current macro regime (which rotates, Risk-On Boom, Stagflation, Deleveraging, Crisis, Recovery).
- Unlike the Bank there's no interest floor and no "juice" from risky sleeves: the yearly return comes purely from how well your allocation fits the regime. A perfect read earns major gains; a total miss loses far more. At this scale even a small move is an enormous absolute swing, and not losing is most of the game.
The danger: Geopolitical Exposure
- One doomsday meter. Aggressive and exotic sleeves (Private Equity, Commodities, Sovereign Debt, FX Carry) raise Exposure, and crucially, they add nothing to your return, so chasing them only buys you a faster blow-up. If Exposure maxes out you hit a Sovereign Freeze crisis: one year to bail yourself out (the full commitment again), or you wind it down and earn a lifetime ban from sovereign funds.
- Cool Exposure with Hedge Exposure moves (Diversify, Diplomatic Hedging, Sovereign Treaty), a scaling cash sink.
The Reserve's geopolitical cousin. Same planetary scale and the same hard truth, a perfect year pays major gains, and losses bite harder than gains, but here the game is statecraft, not allocation. You don't ride the cycle; you wield power, and the danger is the rest of the world turning on you. Non-inheritable and lost on death: the committed capital lives inside the fund and vanishes if you die before cashing out.
Getting started
- Commit a fortune at one of three tiers: Statecraft Office ($300T), Sphere of Influence ($400T), or Hegemon's Treasury ($500T). The cost is charged up front and held as the fund's capital, off your net worth. It's locked for 5 years (30% penalty to exit early).
How you play
- Each year a global climate is in force, Boom, Stagflation, Trade War, Sovereign Debt Crisis, Tech Supercycle, or Cold War, and it rotates. You get up to 3 moves a year.
- Set a strategy: pick 3 of 8 plays, from calm ones (Reserve Bonds, Blue-Chip Equities, Infrastructure & Ports, Trade Finance) to provocative ones (Commodity Cornering, Currency Raids, Regime-Change Funding, a Sanctions-Evasion Desk). Match the climate's hidden winning trio to earn major gains; a poor read bleeds capital, and no play adds any "juice," so risky picks only buy you danger.
The dangers: two meters
- Sanctions Heat rises with aggressive geopolitical plays. Max it out and a coalition hits you with an Asset Freeze crisis.
- Market Exposure rises with exotic leveraged plays. Max it out and a Capital Flight cascade guts the book.
- Either crisis gives you one year to recapitalize (the full charter cost again) or wind down and earn a lifetime ban. Cool Heat with Soft Power (aid, debt forgiveness, accords); cool Exposure by hedging the book (liquidity, unwinding leverage, swap lines), both scaling cash sinks.
- The twist: once Sanctions Heat is high, an aggressive play can draw a partial freeze, rivals seize a slice of your capital outright, short of a full crisis. The world pushes back before it ever fully turns on you.
These three share the same simple skeleton: buy a fleet of assets that quietly earn money every year. Hands-off compared to the decision-matrix expansions, the skill is buying smart and managing wear.
How they work (all three)
- Buy up to 10 of each asset type. Each earns a percentage of its price every year.
- For each asset pick one of 3 management tiers: a higher tier earns a bigger profit multiplier but takes a larger cut and wears the asset out faster.
- Assets accrue mileage / flight-hours / rental use and degrade through payout tiers (100% → 75% → 50% → 25% → 0%) before retiring. Selling is always at a loss, so hold for full earning life.
The differences
- Logistics: vans (≈12%/yr) and trucks (≈14%/yr).
- Airline: five aircraft tiers from ~$8M to $950M, smaller planes are more fuel-efficient (≈18% down to ≈13%), plus cosmetic route labels.
- Rental: 21 cars, boats, and jets at higher rates (≈15 to 22%) since they're actively rented out.
A passive tax-haven vault for storing art and collectibles. Unlike the Auction House, this is hands-off and safe, items don't swing wildly; they just slowly appreciate while stored out of sight.
How it works
- Buy art and collectibles into the vault. Items appreciate very slowly (~0.5 to 1% per 10-year cycle), and the vault tracks your purchase price against the current value.
- It's a place to park valuables long-term rather than an active money-maker.
Three offshore bank accounts for parking large sums out of reach. They all work the same way, with different caps and perks.
How they work
- Each account has a deposit cap and a balance cap, grows very slowly (~0.1% a year), and charges a 10% fee on withdrawals.
- Bahamas: withdrawals come out tax-free (its main perk). Unlocked via in-app purchase.
- Panama: the largest caps of the three, but the slowest growth (~0.05%).
- Swiss: the baseline option, solid caps at standard growth.
Buy land, grow grapes, and age wine in your cellar. Each year's harvest quality depends on a random weather roll, and every wine rises to a peak value as it matures, then declines if you hold too long. Timing the sale is the whole game. A slow burn, and inheritable.
Getting started
- You need about $10M net worth; founding costs $5M (the estate plus your first two plots). Own up to 12 plots and expand your cellar over time.
How you play
- Rosé: peaks young (≈3 years), sells fast, modest ceiling.
- Crisp White: quick to mature, dependable.
- Sparkling: premium pricing, medium aging.
- Bold Red: ages for decades (≈22 years), the patient fortune.
- Dessert Wine: rare, only makeable in great-or-better years, ages near-forever for huge value.
- Each harvest, a weather roll sets vintage quality from Poor up to "Vintage of the Century," multiplying that batch's value. Bottles gain value to their peak age, then decline, sell at the peak. Profit is taxed at 45%.
- Hire a master vintner to forecast next year's weather, and raise estate prestige to lift prices.
Buy fine art at live auction, hold it while values swing, and re-sell to flip for profit. Values are volatile and there's a forgery risk, different from the safe, passive Free Port vault. Inheritable, since a collection is a natural heirloom.
Getting started
- You need about $500M to get a paddle. Hold up to 20 artworks at once.
How you play
- Each season a couple of lots come up, drawn from 50 original works across five art "movements", from steady classical blue chips (low volatility) to meme-like street art (big spikes and crashes).
- Bid against NPC collectors. A 10% buyer's premium is added to wins; selling costs a 12% house commission, and flip profits are taxed at 45%.
- Each piece drifts yearly based on its movement's volatility and bias. Forgery risk: some lots are fakes (riskier movements more so), pay a flat fee to authenticate before you get burned.
Run your own charity. A faceless donor base gives money every year while a small named board of trustees surrounds you. The twist: you decide how honest it is. A skim slider sets what percent of donations quietly becomes your "executive compensation", take nothing and you're running a pure reputation game, take a lot and you're printing money while the watchdogs circle. The foundation dissolves when you die, not passed to your heir.
Getting started
- Pick a cause (Children's Health, Hunger Relief, Disaster Aid, or Animal Rescue), your charity's identity.
- Buy a headquarters, from a humble Kitchen Table up to a Global Campus. Bigger offices cost more and have higher upkeep, but boost your public profile, seat more board members, and raise the ceiling on how many donors you can attract.
How you grow
- Up to 4 initiatives per year: give keynote pitches, run donor fund drives, launch real charitable programs (these permanently raise your profile), and clean the books.
- Each year run a fundraiser campaign, pick 3 of 8 plays (the decision matrix). The best set shifts with your era (Grassroots Start-Up → Local Cause → National Charity → Global NGO). Humble sincerity wins early; spectacle, broadcast, and big-money corporate deals win later, and those are exactly the plays the watchdogs notice.
- Matching the era's best mix surges donor growth, charisma, and goodwill. A poor mix bleeds donors. Keep reassessing as you grow.
The skim slider (the signature dial)
- Set your cut of donations anywhere from 0% to 50%, any time, for free. It's collected at year-end.
- A modest cut goes unnoticed. Push it high and it quietly erodes donor goodwill and feeds scrutiny every single year, before you make a single move.
- The money is real and recurring. At a big donor base, a brazen skim is serious money. The question is whether you can keep the lid on.
The danger: Scrutiny
- Flashy fundraising and a heavy skim raise Scrutiny. Let it run too high and an exposé hits: a fine priced against everything you ever skimmed, and half your donors walk.
- Cool it with Clean the Books: open financials, independent audits, ethics boards, transparency summits. Bigger gestures cost more but cool more and lift your profile.
Watch out for
- High-greed board members are volatile, promote them and they may start expensing their lifestyle to your books.
- After a board member leaves or is removed, there's a few-year lockout before you can seat a replacement. Pushing out a loyal or greedy member can mean a tell-all interview on the way out.
- If your skim plus upkeep is more than donations bring in, you cover the gap personally, and an uncovered shortfall sends most of the donors walking.
Run your own record label. A faceless fan base streams your catalog for money while a small named roster of signed artists makes the actual music. The twist: your artists are the product. A star who walks out the door takes fans with them. You also write the contracts: a split slider sets the label's cut of every music dollar. Artist-friendly deals keep the roster loyal; predatory ones print money while the trade press sharpens its knives. The label shuts down when you die, not passed to your heir.
Getting started
- Pick a sound (Hip-Hop, Pop, Rock, or Electronic), your label's identity.
- Buy a headquarters, from a Bedroom Studio up to a Global Music Group. Bigger HQs cost more and have higher upkeep, but raise your buzz, sign more artists, and raise the ceiling on how many fans you can reach.
How you grow
- Up to 4 moves per year: book studio sessions (builds credibility), chase viral pushes (wins fans, risks payola whispers), build studio facilities (permanently raise buzz), and run artist care.
- Each year run a promo campaign, pick 3 of 8 plays (the decision matrix). The best set shifts with your era (Garage Label → Rising Indie → Major Player → Music Empire). Open mics and grind win early; playlist money, national radio, and award-season spending win later.
The roster (the signature system)
- Sign artists for free (when there's room), each with their own talent, hype, ego, and loyalty. Promote them from Opening Act up to Superstar.
- Drop albums, your big paydays. Revenue scales with your fan base and the artist's talent and hype, and it pumps their hype for next year. Costs one of your yearly moves.
- Book features, quick free money off an artist's hype, but every ask wears their loyalty down. Hype also fades every idle year, so a hot artist on the bench is money evaporating.
- Treat them badly and they walk: unhappy artists defect, take a slice of your fans with them, and the proud ones drop a diss track on the way out.
The split slider (the signature dial)
- Set the label's cut of music revenue anywhere from 10% to 80%, any time, for free. It's collected at year-end on every stream, album, and tour dollar.
- An industry-standard split goes unnoticed. Push it to 60% and beyond and it quietly sours the roster, erodes your credibility, and feeds industry heat every single year, before you make a single move.
The danger: Heat
- Pay-for-play promo and a predatory split raise Heat. Let it run too high and a payola scandal hits: a big settlement, half your fans tune out, and your hottest artist walks.
- Cool it with Artist Care: open royalty books, wellness retreats, benefit concerts, fair-play pacts. Bigger gestures cost more but cool more and lift your buzz.
Watch out for
- High-ego artists are volatile, promote them and they may enter a full diva era. Dropping a loyal or proud artist can mean a diss track and lost fans.
- After any artist leaves, there's a few-year lockout before managers will let you sign a replacement.
- If your cut plus upkeep is more than streams bring in, you cover the gap personally, and an uncovered shortfall sends most of the fans walking.
Run a crime family in a city carved up between you and three rival families. What makes it different from every other empire: your rivals are alive and push back. You hold districts that each run a racket for cash, but the heart of it is a yearly decision that builds your family's strength, and strength is what lets you take and hold turf. Push too hard and the Feds build a case. It's tied to you and lost for good on a bust or your death, so it does not pass to your heirs.
Getting started
- Start a Crew. You get a home district, a couple of soldiers, and a map of districts, some unclaimed and some held by rivals.
- Read the street word and your current situation each year before you act.
The yearly decision (the engine)
- Each year you "Run the Family" by committing to three directives (tighten the ranks, squeeze the rackets, reach the right people, make an example, go to the mattresses, open new operations, shore up the borders, court the Commission).
- The year has hidden priorities that you read from the situation brief. The closer your three picks match what the year actually calls for, the more your strength grows. A poor read costs you strength and draws federal heat.
- The priorities shift every year, so there's no fixed answer to memorize. Read the brief fresh each year, pick the plays that fit, and you'll grow strong over time.
Strength and territory
- Your strength is the gate for turf. Expanding into unclaimed districts is the safe way to grow. Muscling a district off a rival only works when you're stronger than that rival, and it costs federal heat.
- You only get a limited number of moves (expand or muscle) per year, so choose your targets.
- Strength comes almost entirely from your yearly decision. It also erodes a little each year on its own, so a family that stops making good calls slowly slips.
Your crew
- Recruit soldiers and promote them. More made men, and higher ranks, add to your strength.
- Loyalty matters: any capo can secretly flip and become an informant, and low-loyalty men are likelier to turn. Keeping the crew loyal (and your ranks tight) protects you.
- Vet a man to find out if he's wearing a wire, then handle confirmed rats. A rat left in the family feeds the federal case every year.
The danger: Federal Heat and RICO
- Running rackets and harboring informants raises your Federal Heat. Reaching the right people, going to the mattresses, and rooting out rats bring it down.
- Let heat max out and a RICO indictment comes down: you lose the family entirely and go to federal prison. It does not come back when you get out.
Watch out for
- Live rivals: the other families grow over time and gang up on whoever's on top. Any rival stronger than you will seize one of your districts on age up, and you'll lose a soldier defending it. Keep your strength ahead of theirs.
- Caps on districts and crew per tier, and a limited number of moves per year. Upgrade tiers (Crime Family, then Criminal Empire) for more turf, more men, more moves, and a bigger take.
Build a criminal empire, a drug cartel, mafia, biker gang, or cybercrime ring. Run illegal operations for big money while managing police Heat and fending off rival gangs. Get it wrong and you go to prison and lose operations.
Getting started
- Name your empire and pick a type. Each type has its own product lineup (e.g. a cartel runs cocaine, marijuana, meth, heroin, synthetics). Fund it from a separate crime account.
How you play
- Run up to 5 operations at once. Each needs setup ($10M); to fully run it you build a processing center ($20M) and a transport system ($10M). Production runs in yearly batch cycles (production → processing & transport → completed), which you can automate.
- Staff operations with operation guns (up to 50 each, auto-split across production, processing, transport) and keep separate attack guns (up to 100) for going after rivals.
- A market multiplier swings the value of your product year to year.
The dangers
- Heat: rises with activity. Pay bribes ($100K each) to keep it down. Too much heat gets you arrested, prison, and lost operations.
- Rivals: minor, peer, and major gangs attack on their own schedules (majors rarely but hard). Pre-empt them with attack guns; losing fights costs money and operations.
- Laundering: moving money into your crime account costs a 10% fee, and the account is capped.
A criminal syndicate career built on hiding and exploiting assets. Use houses, cars, boats, and jets to generate illicit income while balancing fear against police heat.
Getting started
- Costs about $1B to start. Income flows into a separate syndicate balance.
How you play
- Assign houses to storage operations (≈5% storage income) and cars, boats, and jets to transport operations (≈8% transport income). Roughly 40% of the gross goes to bribes and protection.
- Hire enforcers (~$500K/year each) and manage two opposing meters: fear (keeps people in line) and heat (police attention).
- Launder money periodically (with a cooldown and fees) to move it where you can use it.
The dangers
- High heat leads to arrest, prison, and seizure of your assets.
Join the GenLife Bureau of Investigation and solve interactive murder-mystery cases. Gather clues through a branching conversation, then accuse a suspect. Solve cases to earn payouts and climb the ranks.
Getting started
- You begin as a Junior Recruit with a reputation of 50.
How you play
- Each case is a multi-round investigation with a briefing, several rounds of questioning, and three suspects. Each round you choose one of a few responses, branching the investigation forward. Some paths are efficient; others are rabbit holes.
- When you've gathered enough, name a suspect. Accuse correctly to solve the case and bank the payout; accuse wrong and you fail it.
- Rank is based purely on cases solved. Climb from Junior Recruit up to Director. Higher ranks pay much more ($50K up to $900K per case) and let you take more cases per year (1/year early, up to 3/year at the top).
A solo stunt-performer career, "push your luck." Attempt escalating stunts for cash and renown, gambling your own Health (and, rarely, your life). Not inherited.
Getting started
- Pick a stage name. You start at zero renown with only the Ramp Jump unlocked. It uses your existing Health and Athletic stats.
How you play
- Up to 4 attempts per year. Each attempt is a 3-part plan:
- Pick a stunt tier: Ramp Jump → Motorcycle Jump → High Wire → Wingsuit → Skyscraper. Bigger stunts pay far more ($5K up to $1.2M) but carry higher injury and fatal odds, unlocked by earning renown.
- Set safety prep: None up to Full ($200K). More prep cuts injury chance and slashes fatal odds.
- Set showmanship: Play It Safe, Crowd Work, or Go For Broke, a greed dial that multiplies payout and renown but raises risk.
- Landing pays cash and renown right away. Between stunts, buy recovery (physio up to an elite retreat) to restore Health.
The danger
- A mishap deals Health damage. The main way to die is performing on a low Health bar, if a mishap's damage exceeds your current Health, it's fatal. Always heal up before pushing your luck again.
A female-only self-care and style progression system. Yearly self-care actions raise five stats, level up your overall "vibe," and unlock a collection of aesthetics.
Getting started
- Available to female characters. All five stats, Beauty, Confidence, Trendiness, Class, Reputation, start at zero.
How you play
- Up to 6 actions per year, chosen from nine options (nails, skincare, hairstyle, outfit, selfie, pilates, coffee date, hanging out, journaling). Each costs a little money and boosts two stats. Some are free.
- Your total score across the five stats drives a vibe ladder: Glow Starter → Soft Girl → That Girl → It Girl → Iconic → Legendary. Crossing thresholds unlocks collectible aesthetics.
- Completing all 6 actions in a year builds a streak. No injury or death, neglecting it just stalls progress and breaks your streak.
Climb from local politics to the top office in your country, winning elections and steering the economy. Your approval rating is everything, it decides whether you keep your seat.
How you play
- Run through the tiers: Local Politics → Mayor → Governor (or your country's regional equivalent) → President / Prime Minister / Chancellor. Each step needs experience and approval before you can run.
- Win elections by campaigning and performing in debates, choosing positions that appeal to different voter groups. There's no single right answer, different stances win over different blocs.
- Each year enact policies. As Governor or President you manage a national treasury and economic indicators (inflation, unemployment, debt), and can invest the treasury. Strong results lift approval and earn achievements.
Watch out for
- A hidden corruption level builds from shady choices. Lose an election and you face a cooldown before running for that office again. Poor economic management tanks approval and gets you voted out.
Build a legal career one case at a time. Pass the bar, take on clients, and try to win in court, your win rate drives your reputation and your climb from Junior Associate to Managing Partner.
Getting started
- Pass the bar exam to practice. Then pick a practice area, Criminal Defense, Corporate, Family, Civil Rights, or Personal Injury.
How you play
- Take cases of increasing difficulty (Small Claims up to Federal Court). Each has a base win chance you can improve before it resolves.
- Each year spend a limited number of preparation actions to boost odds: gather evidence, take depositions, file motions, hire investigators, practice. Tougher courts have stronger opposing counsel.
- Winning raises reputation, earnings, and rank (your firm takes a cut until you make partner). Higher rank unlocks bigger cases.
Watch out for
- You can take unethical shortcuts (suppress evidence, bribe a witness) to swing a case, but they risk ethics violations, probation, suspension, or disbarment if your bar standing hits zero. Keep up malpractice insurance and continuing education.
A medical career built around the operating room. Earn your license, pick a specialty, and perform surgeries where careful preparation is the difference between a success and a loss.
Getting started
- Earn your license (a medical exam), then choose a specialization, Plastic, Cardiothoracic, Neurosurgery, Orthopedic, or General Surgery.
How you play
- Take on surgeries from Minor up to Experimental difficulty. Each has a base success rate you raise with preparation.
- Each year you have limited prep actions: review patient records, consult specialists, use the simulator, order additional tests. The harder the surgery, the more prep pays off.
- Successes build reputation, a success streak, and earnings; failures hurt. Climb from Resident to Chief of Surgery or open your own private practice (keep all the fee but carry overhead).
Watch out for
- Unethical actions (unnecessary procedures, unapproved drugs, bumping rich patients up the line) can pad income but risk medical board discipline, probation, suspension, or losing your license. Keep malpractice coverage current.
Take on freelance murder and mystery cases. Like the GBI, you read the briefing, work through the clues, and accuse the right suspect, but here you're an independent PI building a reputation.
How you play
- Each year you're offered a few cases from the case bank. Each lays out a scenario and a set of suspects.
- Work through the evidence, weigh what each clue actually proves, and name the culprit. Solve it correctly to earn your fee and build reputation; accuse wrong and you fail the case.
- Your reputation drives your payout per case, the better your track record, the more each case pays.
A combat-sports career. Pick a weight class and fighting style, train, and fight your way up from amateur bouts to the GFC championship.
Getting started
- Choose your weight class (gated by your character's gender) and a fighting style (Boxing, Muay Thai, Wrestling, BJJ, MMA, and more). Each style has signature moves; training builds your style score over time.
How you play
- Progress through tiers by winning: train to unlock Amateur, rack up amateur wins to reach Regional, then Regional wins to reach the GFC. Limited to a handful of fights per year (fewer at the top).
- In a fight, choose your actions against the opponent. Your athletic skill and style score versus theirs decide the outcome, fights end by KO, submission, or decision.
- Win enough at the top to earn a title shot, become champion, and defend your belt.
Watch out for
- Fights carry an injury risk (higher in tougher tiers) that can sideline you for years, though you can pay an escalating fee for instant recovery. Switching fighting styles resets your tier progress.
Grind the stakes ladder as a poker pro. Play live hands against AI opponents, making the bet-call-fold decisions that make or break a session.
Getting started
- You start at Micro Stakes. Climbing your reputation unlocks higher tables, Low, Mid, High, and the invite-only High-Roller Circuit, where buy-ins (and the sharks) get much bigger.
How you play
- Play a capped number of hands per year (variance does the rest). Each hand, read your opponents and decide whether to fold, call, or raise.
- Watch your tilt meter: big losses raise it, and high tilt degrades the on-screen reads (hints about opponent tendencies). Chasing losses literally makes you play worse, step back when you're rattled.
A motorsport career run in your own cars. Enter races and control the throttle yourself, balancing speed against the risk of crashing out.
How you play
- Race the cars you own across different tracks (capped to a few entries per track each year). During a race you manage your throttle, push hard for position, but overdriving risks a crash (a DNF).
- Finishing well builds your reputation from Rookie up to Legend, while DNFs set you back. Wins and podiums earn prize money and track records.
Buy a pro sports club and run it from the owner's chair, you're both the owner and the manager. Every season is one game-year: read the situation, lock in 3 of 8 manager moves, then play out the 10 matches on a live, GFC-style sheet while the other 11 clubs play their own season around you. Most wins takes the league title. The club is non-inheritable, its value is only real when you sell. Die owning it and the heirs get nothing.
Getting started
- Available from age 18. The leagues you can buy into depend on where you live (American Football, Hockey, and Baseball aren't hosted everywhere; Basketball and Soccer are global). Pick a league, then pick a club from its 12 teams. Cheaper clubs are rebuild projects; marquee clubs cost more but start closer to the top.
- You can't own a club while you're an active pro athlete, and you can't enter the draft while you own a club. Retire first, either way.
How you manage (the 3-pick matrix)
- Each new season rolls a theme for the club's situation (Title Window, Rebuilding Year, Injury Crisis, Title Chase, Pressing Era, Power Era, and more, each sport has its own pool). The theme has a mood line that hints at the vibe without naming the right answers.
- Pick 3 manager moves out of 8 that fit the theme. The moves are sport-specific so managing football, basketball, soccer, hockey, and baseball each feel different (Franchise QB, Power Lineup, High Press, Defensive System, Star Manager, etc.).
- Once you lock in, the season's 10 matches unlock. You can't change picks mid-season. Play through every match, the owner's chair doesn't come with a pause button.
Playing the season
- Each match plays out on a live possession-by-possession sheet, the same style as Sports Fantasy. The scoreboard, period clock, and play-by-play give it the feel of a real broadcast.
- The standings update as games are played. The Sports Fantasy view shows the same standings for your league, and the other clubs are still playing their own AI vs AI matches around you, so the table moves whether you've played that night or not.
- Most wins at year-end takes the league title.
What your club is worth
- The Value tile shows the club's current paper value, which moves up or down at season-end based on how well you read the season. A title-winning year grows it; a chronic flop year erodes it.
- After each season, the Last Season card breaks the change down into Merch Sales, Club Expenses, and Profit/Loss, a quick owner's-report view of why the value moved.
- The Value is paper, not cash. You only bank it by selling. A sale ends the venture and frees you to buy another club.
Two notes worth remembering
- Owning a club disables Sports Fantasy in that league (you can still scout matchups and follow the standings, just no wagers). Other leagues work normally.
- Geni knows two of the three correct picks for the current theme and will surface them as a hint, but never the third. The third is on you.
Mint your own meme coin and pump it over years with the right marketing, riding your bag up a yearly candlestick chart, then cash out before the inevitable rug pulls the price toward zero. It's a multi-year boom-bust, not a same-year flip. The whole game is timing your exit. The coin dies with its founder, it is not inherited.
Getting started
- Found it from age 18 for a flat $25K launch cost, plus the seed liquidity you choose to put in the pool (from $25K up to $5M). You pick a theme (Dog, Frog, Cat, AI, Political, or Food), pure flavor, a name, and a ticker.
- At launch you keep 40% of the 1B-token supply as your bag; the rest seeds the trading pool. Price is set by the pool: roughly the pool's cash divided by its tokens.
How the money works
- Two things hold value: your bag (tokens you hold) and the pool liquidity (the cash in the pool). The pool cash is the hard cap on everything you can ever cash out, you can't extract more than the liquidity that's actually there.
- You cash out two ways: sell some of your bag into the hype (once per year) and pull liquidity out of the pool. Both are capped per year, and selling hammers your own meters, so dumping too fast craters the very price you're trying to exit at.
- The pool has a carrying capacity (seed × 200) that the cash plateaus toward, so a coin can't grow without limit, the bigger it gets, the slower new money comes in.
How you grow (the era-shifting matrix)
- You get 4 actions per year. Each year you run a marketing campaign: pick 3 of 8 plays (Ship a Dev Update, Lock Liquidity, Pay a Shill Army, Influencer Pump, Land a CEX Listing, Airdrop to Holders, Token Burn, Fake a Partnership).
- The winning trio shifts with your market-cap era (Microcap → Small Cap → Mid Cap → Large Cap). Early on, legit-looking base-building (dev updates, locking liquidity, grassroots shilling) pumps hardest. As the cap climbs, the winners shift toward pure hype, influencer pumps, airdrops, burns, and eventually fake partnerships and CEX listings. It's never "solved," so re-read your era each year.
- Match all 3 and the year's candle pumps hard (a big green multiplier); a poor read stalls or dumps it.
The dangers: two meters
- Dump Pressure is the doomsday clock, it climbs every year no matter what, and the hype-bait plays (airdrops, influencer pumps, shill armies) push it up faster. The higher it climbs, the higher the annual chance of a rug: the price craters toward zero and your bag is worthless. The bigger your bag has grown, the closer that rug looms, that's the cash-out gamble.
- Rug Suspicion is the sleuth/regulator heat meter. Fake partnerships and shill armies raise it; dev updates and liquidity locks cool it a little. Cool it harder by spending on cleanup moves (transparency thread up to hiring a crypto lawyer, ~$50K to $2.5M), bigger spends cool more.
Pay a fee to attempt a funded-trader challenge on the live perps engine. Hit a profit target before you hit the max drawdown and you're funded, you trade the firm's capital instead of your own and keep the large majority of the profits. Breach the drawdown and the account is terminated. It's a high-variance discipline test, not easy money, and it's per-generation, lost on death, not inherited.
Getting started
- Open it from age 18 and pick a tier, paying the entry fee up front:
- Rookie ($1K fee → $10K account): pass at +8%, fail at −8%.
- Pro ($2K fee → $50K account): pass at +10%, fail at −7%.
- Elite ($10K fee → $1M account): pass at +18%, fail at −5%.
How it works
- Challenge phase: you trade the account on the live market. Grow its equity to the profit target to pass; let it fall to the max drawdown first and you fail and lose the fee.
- Funded phase: pass and you trade the firm's capital. You keep 80% of the profits, withdrawn to your wallet. But the funded account has its own 5% drawdown, breach it and the account is terminated and you start over with a new fee.
- It reuses the same perps trading engine, so you open leveraged long/short positions just like the perps market.
The honest truth
- The price is a zero-drift random walk, there's no trading edge, so no strategy is positive expected value. The fee is set so the challenge is negative-EV by design: it can't be farmed for reliable money. Treat it as a test of nerve and risk control, not an income stream.
The one expansion you can start as a child. From age 5 you pick a single sport and train it for free, year after year, building private Stamina and Technique stats (they only exist here, they don't touch the rest of your life). From age 8 you compete annually against a named field of rival athletes, winning medals at every level as you climb from local meets all the way to the Games.
Getting started
- Open Atletika from age 5 and choose one of ~10 sports (Sprint, Marathon, Swimming, Gymnastics, Weightlifting, Boxing, Cycling, Rowing, Wrestling, Decathlon). You commit to it, so pick one that suits your talent.
- Each sport leans differently on two things: your Athletic skill (natural talent, which you can also raise at the gym in normal life) and Stamina (conditioning you build through training). Power events lean on Athletic; endurance events lean on Stamina.
How you grow
- Set a baseline training intensity (Light / Moderate / Intense) that builds stamina automatically each year, harder training is faster but raises injury risk.
- Each year you also get up to 3 drill actions to sharpen up: Conditioning (extra stamina) or Technique (a second private skill that also feeds your results).
- Use it or lose it, if you ignore the sport for a full year (training set to Rest and no drills used), your Stamina and Technique are slashed in half. Keep at least light training going to hold your level.
- Athletes have a prime: form peaks around 20 to 28 and fades after your early 30s, so time your peak.
Competing & rewards
- From age 8 you can compete once a year in the event at your current tier (Club → Regional → National → International → the Games). You're ranked on a leaderboard against a named field of rivals from around the world; finish top 3 for Gold, Silver, or Bronze, at any tier, so you start collecting medals young.
- Placing well earns ranking points that promote you up the tiers. Higher tiers mean tougher fields but bigger rewards: medals bring fame and prize money that scales with both the level of competition and your country (a medal pays far more at the Games than a club meet, and more in a high-cost country). A decorated athlete is catnip for sponsors.
The shortcut, and the risk
- You can choose to use performance enhancers for a big boost to stamina and results. But every competition you enter dirty, you risk failing a drug test: a ban, public disgrace, and every medal you've ever won stripped away. Train clean and it's slow but safe; dope and you're gambling your whole legacy. The longer you juice, the likelier you're caught.
- Under 18, it's not your call, you have to ask your parents, who usually refuse (and are a little more likely to relent the older you get). If they say no, you can ask again the next year. From 18, you decide for yourself. You can always stop using on your own, no permission needed.
- Atletika is personal, it is not passed to your heir, and you can quit the sport at any time.
Need a hand?
Stuck on an expansion or career? Email me at allymsuodev@gmail.com, I typically respond within a day or two.