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The manual

How it works

The same guide the game carries behind its ? button, published here so you can read it before you ever install it. Every number in it is read off the rules the game actually runs, and the career charts are built from the same catalog the jobs are.

Your first hour

What to do, in the order to do it.

0. Know what you are here for

You are building a life, not clearing a level. A job that becomes a career, money that becomes property, a rented room that becomes a house you built, a name people know - in one world shared with everyone else playing, running whether you are here or not. There is no ending. There is what you make of it, and what all of you make of it together.

1. Find out where you are

Open the City tab. It tells you which city you are in, what is near you, and where you can go. Nothing in this game is a menu item you can use from anywhere — a bank is a building, and you have to be standing in it.

2. Get a job

The Career tab lists what is hiring. Take the best entry-level role you qualify for and work shifts. It pays badly, which is the point: the wage is a floor to stand on while you train out of it.

Every industry has five tiers. What separates them is skills, not time served — see the career charts.

3. Start training something

Training runs while the app is closed. The single most common mistake a new player makes is leaving the training queue empty overnight, which is hours of progress bought for nothing and spent on nothing.

4. Watch what you are spending

You pay 45 a day to live, plus rent, whether or not you play. Income that only arrives when you are looking at it will not cover costs that do not care.

5. Sleep

Energy limits how much you can do in a day, and rest is how you get it back. A character who never sleeps is a character who spends every morning unable to work.

Questions

The ones people actually ask.

How long is a year?

A game year is 15 real days. You start at 18 and a character lives to 80, so a whole life is about 2.5 years of real time.

When it ends, whoever comes next inherits the house you lived in, everyone you knew, half of every skill you had, and whatever you put in trust — paid to them weekly rather than handed over. They learn 3x as fast for life. Standing and work are theirs to earn.

What is the point of the game?

To build a life. Start with nothing, get a job, learn a trade, buy a van, then a shop, then a house on a lot you own. Know people. Leave something to whoever comes after you. None of it is a level to clear - it is a world to live in, with everyone else who is playing, and it runs while you are away.

If you want something to aim at: the seats, and the boards. A President for the world and a Mayor for every city, elected by the players, each handed one hard decision a term that the whole world lives under. A rich list with a title on top of it. Cities that compete for a season. Ground a crew holds by walking it, on a map everyone looks at. And a wanted board with a price on every face.

I do not know what to do.

Four things, in order: queue a skill, get a job, work a shift, go somewhere. The card on the home screen walks you through them. After that, the Work tab has quests - the long threads.

The tutorial can be run again from Profile, under Guidance. It walks every tab and says what lives there.

Does anything happen while I am away?

Yes. Training runs, rent falls due, shops sell stock, property earns, deliveries arrive and interest accrues. There is a cap on how much one absence can bank — long enough that a night is fine and short enough that logging in is worth doing.

Why was that refused?

Almost every refusal names what it wanted: a skill and a level, an amount of money, or a place you are not standing in. If it says you need a bank, it means the building.

Which city should I live in?

Start where you started. Oakridge is the cheapest of 5, and Belvedere costs 112% more to live in. Moving up is a bet that you can keep paying for it: the rent goes up the day you arrive, and the better work and the better returns follow later.

New Avalon sits in the middle of the country with the roads and the railway radiating out of it, which makes it the shortest drive to everywhere else.

Should I rent or build?

Rent until you have a supply chain. A rented flat costs money every week and can be upgraded in an afternoon; a house costs bricks, timber, glass and a fee, and getting those to an empty lot is the whole job. Once you can make them, the house is strictly better — no rent, ever, and you can keep building on it.

The catch is where. A lot in town takes a townhouse and costs what a lot in town costs; a lot out in the country is cheap and will never be more than a cottage.

Why did moving house take so long?

Because it is a move. The van drives at a van’s speed and you are in it, with a while at each end for loading and unloading. It used to be instant, which made "upgrade my flat" the cheapest way to cross the city.

How do I carry more?

You cannot carry much and you are not meant to. A vehicle is the answer: what a car boot holds is several times what fits in your hands, and a van several times that again. Where you keep it matters too — stock is pinned to the building it is in, so a warehouse across the river is stock you have to go and get.

Why can I not build on my own land?

You can, but not by piling the whole bill of materials on it first. Mark the lot out for what you want, and materials go into the building as they arrive — bricks in a wall take up no room in the yard. Empty land holds very little on purpose.

Somebody robbed me. What now?

Report it, and take the lesson: what you are carrying is what you can lose. Money in a bank cannot be taken off you in the street, and there are safer places still for somebody who knows where to look.

Is there anything the menus do not show me?

Yes. Some of what a person can do in a city is not advertised, is not on any syllabus, and will not appear in a list until your character has some reason to know it exists. You will find it by being somewhere you have no particular business being, or by knowing somebody who is.

That is all anybody is going to tell you.

Tips

Short, and worth more than they look.

Queue training before you close the app

It is the only thing that runs at full rate while you are gone. An empty queue overnight is the most expensive habit in the game.

Bank what you are not spending

Cash in your pocket can be taken; a balance cannot. It also earns, which cash does not.

Buy the vehicle before the second warehouse

Storage without transport is a pile you cannot move. The first van pays for itself faster than almost anything else.

Read the route options

The quickest way is not the only way, and it is the one the police are on. When it matters, take the long way.

Buy where it is made, sell where it is not

Prices vary by venue and by city, and the spread on a load is the whole trading game. A market two towns over really can be worth the drive.

Let the property before you improve it

An empty building earns nothing and still costs tax and maintenance. Tenants first, upgrades second.

Talk to people

Half the game needs somebody else in the room. Bars, cafes, gyms and parks are the only places that list who else is there, and a contact is worth more than most purchases.

Open the pension in your twenties

There is a weekly limit on what goes into it, so a large one cannot be built in a hurry at the end — only by starting early and keeping at it. It is the best rate in the game and nothing taxes it.

Keep the roof on, right to the end

A building decays, and what your estate gets for it is half of what it is worth on the day rather than what it cost. Sixty years of neglect comes off whatever you leave behind.

Do not buy the biggest thing you can afford

Everything large has a standing cost — rent, upkeep, hangarage, tax. Work out what it costs you on a day you do not play before you sign for it.

Money

Where it comes from and where it goes.

What you pay to exist

Upkeep is 45 a day, and rent starts at 200 a week for the cheapest room in the cheapest city. Both scale with where you live. Both are charged whether or not you open the app.

The four ways to earn

Wages, which are steady and small. Trade, which is buying goods somewhere they are cheap and selling them somewhere they are not. Property, which pays weekly once it is tenanted. And a business, which is a building you own with stock on its shelves selling itself while you are elsewhere.

They stack. Most characters who get anywhere are running three of the four.

Debt

You can borrow, and the interest does not care what you spent it on. Borrow against something that will earn — a van, a shop, a building — and never against a thing that only costs.

Where money is safe

Cash can be taken off you. A bank balance cannot, but it can be seen, taxed, and in the worst case frozen. A pension is the safest thing there is — no tax touches it and nothing can spend it — and the price of that is you cannot touch it either until 50.

There is a fourth kind of account for people whose affairs need to be nobody else’s business, and no bank will open one for you.

Shares go up and they go down

Every company on the exchange has a range of its own and walks round it on its own clock. A utility creeps a tenth either side and takes over a week to come back. A crypto holding company halves and doubles inside two days.

Which means buying one and waiting is not a plan. Held for a month, almost anything on that board hands you back roughly what you paid. The money is in buying one near the bottom of its own range and selling it near the top, and the screen tells you which end you are at: every listing says where it sits in its range, what that range is, and how long it takes to get round it. The riskier the company, the wider the swing and the faster it comes round - which is another way of saying the more often you have to be right.

And one company can grow without a ceiling: yours

A shop or a works you own can be floated on the exchange once it has taken real money. It values at the building plus what it has proved it can sell, issues 10000 shares, and you keep 70% of them - the rest are sold to the market and the money goes to your bank.

This is the one listing on that board with no range and no ceiling. The twenty the world came with are pinned to what they listed at forever. A company somebody built is priced off what the business actually takes, so a shop that sells more every week is a share price that climbs every week, as far as it goes. The price of that: while it is listed you cannot sell the building, and taking it back off the exchange means buying every public share at whatever it is worth by then - which for a company that has done well is a great deal more than the flotation ever raised.

Interest, worst to best

A savings account pays least and is always there. An offshore account pays more and can be audited. A pension pays most of all, is never taxed, and is locked until 50 with a limit on what goes in each week — so the only way to have a large one is to have started young.

Work and skills

How you get from the bottom to the top of a field.

Skills are the whole ladder

Every job tier lists the skills and levels it wants. Nothing is unlocked by time served or by asking nicely: you either have the levels or you do not.

Training beats working

A shift pays today. A level pays every shift for the rest of the character’s life. Early on, the right amount of work is the least that covers the bills.

Study speeds up what you are learning

Sitting down at a desk or a bookshelf makes the thing currently in the training queue finish sooner. A better desk makes it sooner still.

Attributes are not skills

The five attributes come up by doing — running, lifting, reading, talking, building. Skills come from the queue. Both gate things, and neither substitutes for the other.

Some skills are not on any syllabus

The university teaches most of what there is. Most is not all, and the rest is learned from people rather than from courses.

Getting about

The map, the roads, and everything on them.

One map, 5 cities

It is one country, not five separate maps. New Avalon is in the middle with the highways and the railway radiating out of it, the other cities sit around it, and there are small towns strung along the roads between.

Three ways round

Every journey offers the fastest way, the main roads and the back streets, and shows you all three on the map before you set off. The main roads are quick and the most watched; the back streets are slower and quieter.

It does not matter how you started the journey. Whether you came from the travel list, from the map, or from something that told you to be somewhere else, you get the same map and the same choice — including the drive to another city, which is the longest one you will make.

Nowhere has one road in

Every town is joined to the network twice over: the trunk road from the city it answers to, and an older, slower road that takes a different line — usually to a neighbor rather than back the way you came. Between the cities the motorway has an old road shadowing it the whole way.

Which is what makes the back streets a real choice rather than a word on a button. Anything sitting on the main road — a patrol, somebody waiting for you — is a reason to take the long way, and there is always a long way.

There is land out past the towns

The country roads have farmsteads on them, miles from anywhere. They are addresses like any other: a deed to buy, a lot to build on, and nobody within ten minutes of your front door.

Cheap, quiet, and a long way from the market. Whether that is the point or the problem is up to you.

Vehicles are speed and capacity

A bicycle is free and slow. A car is the fastest thing on the road. Everything above a car trades speed for load, up to a truck, which is the slowest thing that is not walking and the only thing that empties a warehouse in one trip.

Flying starts at the airfield

Nothing flies across town, and nothing flies from where you are standing. Travel out to the airfield first. Once you are on it you either take an airplane of your own, or buy a seat on a scheduled one.

Every city has an airport and every town has a strip — grass, a windsock, and room to put a light airplane down. A strip is half an airport: you can land on one and leave an airplane on one, and there is nobody there to sell you either.

A seat costs 750 on the shortest hop

You do not need to own anything. Every city airport sells seats to every other city, priced on how far it is, and you are on the ground for 6 minutes of it — three before it leaves and three before you get off.

It is the quick way to cross the country and the dear one — a coach is about two thirds the price and more than twice as long. In the air a scheduled airplane is as fast as the fastest thing anybody can buy, so if you are ever going to beat it, what you are beating is the six minutes. What a ticket cannot do is take you to a town: an airline flies between the cities because that is where it can fill an airplane.

And then there are airplanes of your own

Three of them, seating 2, 4, 6, flying at two, four and six times a car. They live at the field you left them at — pick the one you are flying, then pick where.

What stops them being a cheat is everything around them: a pilot’s license takes real study, they are sold only at a city airport because there is nowhere on a forecourt to put one, they cost as much as a house, and the hangar invoices every fortnight by the size of the airplane, flown or not. Past that they pay for themselves in fuel — every one of them crosses the country for less than a seat costs. They do not all cost the same to fly: the two-seater is the cheap one and the only airplane a scheduled flight will beat to the gate, and the six-seater is the fastest thing in the country and the dearest to run.

What an airplane buys you is the towns

A ticket goes to four places. Your own airplane goes to every city and every town on the map, because all three of them are light enough for a grass strip.

It is the whole argument for the price. Half the map has no airline, no railway station and a long drive from anywhere, and the only fast way into a town is to fly yourself there. Cities and towns are two lists on the field for that reason; the strips are folded away until you ask for them.

You cannot ride the train

The railway between the cities is freight. The yards are real places and the trains really run, and none of it will carry you: crossing the country is a road or an airplane. The airplanes overhead are real too, and on a schedule you can buy a seat on.

Somebody can fly you

A pilot with a spare seat can offer it to anybody standing on the same apron. Take it and you leave when they leave — and if you wander off before they go, the airplane goes without you. Nobody can hold one.

Storage is geography

Stock sits in the building it is in. You cannot summon it, and moving it is a journey with a vehicle. That is what makes a warehouse on the right side of town worth more than one on the wrong side.

The seats

A President for the world and a Mayor for every city, elected by the players, each with one hard decision a term.

A President travels with a detail

Ten agents in four rings around him, at 15, 25, 50 and 100 parcels, and they go where he goes. The ground is marked on everybody’s map: red inside 25 parcels and yellow out to 75.

Cross into 50 parcels and somebody comes over and asks you three questions. Agree to turn around and you walk back the way you came, free. Refuse and they hold you 5 minutes and let you go at the station - no charge, and nothing on your record. They cannot prosecute anybody; what they can do is take you away from him. Stealth training buys ground: a little makes you uninteresting out at forty parcels, and nothing anybody can train gets you inside the last fifteen. There is no detail at all while he is offline, which is also why a seat is vacated after 5 days away.

Every seat is elected

A term is 7 real days. On its last day anybody with the standing can stand for a seat, and everybody votes. Most votes wins; a tie goes to whoever filed first. Nobody standing means nobody holds it, and the term runs on nothing.

Standing costs a filing fee - 25000 for President, 8000 for a Mayor - and it is not refunded. You need the standing to match: where you live, how you live and what you have made of it.

A Mayor lives in the city

You can only stand for the Mayor of the city you live in, and only the people who live there vote for it. Move house to another city and you are a voter there instead.

One hard decision

On the first day of the term the holder is dealt three decrees and must pick one. Every decree gives everybody something and takes something from everybody - and the give and the take land on different people, so there is no free choice. A rent freeze is wonderful for renters and costs every landlord a third of their income. Free transit doubles fuel for anyone with a car.

Not decided by the end of the day, and the term runs on nothing. That goes on the record too.

A decree is for everyone

The President's decree reaches every player in the world. A Mayor's reaches everyone who lives in the city, on top of the President's. The home screen shows both, with what they give and what they take, and the name of whoever chose.

The record

Every term is kept: who held the seat, what they decreed, how many voted. A candidate says which decree they would make when they stand. It is not binding - they are dealt three and it may not be among them - but the record remembers what they promised.

The boards

The rich list, the cities, the turf and the wanted posters: what everybody can see and anybody can go for.

The rich list

The ten best-off players in the world and in each city, as a band rather than a figure. First in the world is a title, and so is first in a city, until somebody passes you.

The cities

Every 4 terms the cities are scored: how many live there, how well off they are, how much trouble they are in, and whether the Mayor made a decree. The city on top when the season ends is the city of the season, and everyone who lives there pays less rent and learns faster until the next one.

Moving house to the winning city gets you the perks. Moving house is also how a city loses population, which is the first thing scored.

Turf

A crew holds a district by being in it. On the turn of every term, each district goes to the crew that walked it most that week - and a crew that never comes back loses it. Everyone doing business or paying rent on held ground pays the crew 3%. Held ground is drawn on the map in the crew's color, with the crew's name on it.

Wanted

The hottest faces in each city, above 30 heat, and what the city pays for each. A poster is a description until somebody has put a name to the face: a victim who saw the robbery coming, a police officer or a bounty hunter who recognized them in the same room, a mark who lived. Heat is what the patrols know; a name is what people know.

Your own face can be on it. The board does not say so to anyone but you until you are named.

Bounty hunting

The other side of the badge, under Public Sector on the career chart. Paid per head rather than per shift: put a name to a face, then bring them in, by force, from the same room. They may run and they may fight. Brought in, they go inside, their heat is cleared, and the city pays you the bounty.

Contracts

Once you know the syndicate you can put a price on somebody - at least 25000, held by the syndicate until it is done - or take a price somebody else put up. Doing the job takes the skill, a weapon, and the mark in the same room; it puts them in hospital and the heat on you is real. Botch it and they know your face.

Where you live

The rent, the address, and owning the roof.

The rent buys the neighborhood

There are 5 rungs, from a Rented Room at 200 a week to a Penthouse at 6500 a week. What goes up is not only the size of the place: each rung is offered its own addresses, and the dearer the rent the more there is within walking distance of the front door.

You pick it off the map: every address you could take is a pin on the city, and tapping one tells you how many minutes it is to the market, the bank and the works, measured on the same roads you will drive. A cheap room is a long way from everything, and that is most of what makes it cheap.

And the size of the sitting room

A Rented Room holds 1 piece of furniture. The top of the ladder holds 7. Furniture is what lets you do anything at home worth doing, so moving up is how a home becomes useful rather than a place to sleep.

Moving takes a day

Choosing an address loads a van and drives it, and you go with it — your things, your address and you all arrive together. It is the drive plus 8 minutes for loading at one end and unloading at the other.

Everything at the old address comes with you: what was in the cupboard, the furniture, and anything of yours parked outside — with whatever is in its boot. A vehicle you left across town stays across town, because where a vehicle is has always been the point of them.

What it costs to move

Moving up wants four weeks of the new rent as a deposit. Moving down is free, immediate, and never refused — the game will not trap you in rent you cannot pay.

You cannot use a move to get across town, and you cannot start one while you are already on the road.

Or stop paying rent altogether

Build a house on a lot you own and you can move into it. Nobody charges you rent for a roof you paid for, and the place is the size you built rather than the size somebody lets you.

There are eight of them, across four rungs, and every one is a different bill: cabin, cottage, farmhouse, house, villa, townhouse, manor, penthouse. Which you can put up depends on the ground. Each rung has a town form and a country form, so the planners will not have a townhouse on farmland and will not have a manor in the middle of a city - but no sort of ground is a dead end.

And build another room on when you need one

A house you own can be extended, one rung at a time, up to a Manor. It costs materials and a fee for the labor, and what you get is room for more furniture.

The materials have to be at the house - in its storeroom, in something parked outside, or in your hands - and the whole bill can be ordered in one go. The planners have the same say over an extension that they had over the house, and they answer rung by rung: out in the country a house becomes a villa and then a manor, in a city it becomes a townhouse and then a penthouse. Either way you get to the top.

Property and business

Buying ground, and putting something on it.

A building is bought at its own door

There is no property portal. Travel to it, and the deed is on its screen.

And the board shows the town you are standing in

What is for sale is whatever is for sale here - not where you live, and not the rest of the county. Walk into another town and the board is that town’s instead.

Every city and every town has one, down to the smallest, and every one of them has a market to sign at. Which means a quiet town is a real place to start: the same money buys more of it, and nobody else is looking. Out in the country between them there is no board at all, because there is nobody out there to sell you anything.

Staff

A shop or a works can employ people: a runner who fetches stock from the nearest supplier at a trade price, a clerk who sells more of what is on the shelf, a hand who works the bench at a works. Each is a wage a day from the bank, whether or not there was anything to do, and hiring is 3 days up front. A stocked shop with a runner and a clerk clears its wages and its overhead; an empty one pays them for nothing.

People are taken on at the door: travel to the building and the payroll is on its own screen, under your building. The list of deeds says what they are costing you and nothing else. You can watch them work - a runner out for stock is a van on the map, on the road between your shop and the supplier, with what they are carrying and when they are back.

Land earns nothing

An empty plot is tax and upkeep and nothing coming back. It is worth buying only if you are going to build on it or sell it on.

Building is paid in materials

Mark the lot out for what you want, then feed it. Materials can be driven in or ordered for delivery at a quarter over the counter price, and what has gone in takes no room — a site holds only 60 units of anything.

And the whole bill can go in one order

Standing on a site, you can order everything it still needs at once. One truck per material, and each one holds at the gate until the one in front is clear of the yard, so you can watch them come down the road.

It is charged as one bill and it is all or nothing - a convoy that ran out of money halfway would leave you with half a delivery and no way to tell which half. It only orders what is actually short, so anything already in your hands or standing on the ground counts, and ordering twice tops the bill up rather than doubling it. Calling it off refunds every penny, one truck or the lot. Driving it in yourself is still cheaper. The same order works on a house of your own that has another room to go on. An extension wants its whole bill standing at the house on the day, so it is the one that benefits most.

A shop sells itself

Put stock behind the counter of a building you own and it sells while you are elsewhere, at a better price than dumping the same goods on a trader. That is the difference between trading and owning a business.

Know what each room holds

Your hands hold 14 units. Home is 70, the room behind a shop is a few hundred, and a rented warehouse is 1600. Every number is in volume, and a heavy good eats it fast.

Time, health and the end of it

The clock nobody can opt out of.

A life is 18 to 80

About 2.5 years of real time at 15 real days to the year. Age climbs whether you play or not, so what you do early is worth more than what you do late.

Energy is the day

Nearly everything costs some. It comes back over time and faster in bed. A character who is always exhausted is a character trying to do a day and a half every day.

Health is not energy

Energy is being tired. Health is being hurt, and it comes back slowly or in a hospital bed, which costs money and takes you out of the game while you are in it.

Being in trouble costs time

Custody is the same shape as a hospital bed: you are somewhere, you cannot leave, and the clock outside carries on. Rent still falls due while you are in it.

Pensions, wills and heirs

What a life is worth once it ends.

Start a pension early

It pays the best interest there is and no wealth tax touches it. The catch is that you cannot draw on it until 50, and there is a limit on how much goes in each week — so a large one is only ever the result of starting young and keeping at it.

A trust is money you give up now

Whatever you put in one leaves your hands the day you sign and cannot come back. In exchange it is the only money that outlives you.

Your heir gets an income, not a fortune

The trust is paid to them weekly until it runs out — about a game year of support, at whatever rate the size of it implies. Big estates buy big weekly payments, not a finished game.

And they start further along than you did

They inherit the house you lived in, everyone you knew, and 50% of every skill you had — and they learn 3x as fast for the rest of their life.

And it keeps going: the generation after them learns 4x, and each one after that faster again. Standing does not pass — it is read off where you live and how well you live there, so an heir in your house still starts at the bottom of it.

Your buildings are sold into the estate

Everything but the family home goes back on the market, and 50% of what it was worth on the day is added to the trust. The rest goes on winding the estate up.

Which means property is a way to leave money behind, and a trust you funded as you went is a better one. What is in the bank when you die goes with you.

Career charts

Every industry in the game, and the five rungs of each. What separates the rungs is skills, not time served: you either have the levels or you do not.

Business

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Finance & BankingBank TellerNumeracy 3Loan OfficerNumeracy 7 · Accounting Principles 4 · Small Talk 4Branch ManagerAccounting Principles 9 · Team Leadership 6VP of BankingCorporate Finance 10 · People Management 8Central Bank GovernorMacroeconomics 14 · Corporate Finance 14 · Executive Leadership 8
AccountingBookkeeperNumeracy 4Certified AccountantAccounting Principles 7Senior AuditorAccounting Principles 11 · Research Methods 6Chief Financial OfficerCorporate Finance 12 · People Management 7Forensic Accounting ExpertForensic Accounting 12
Corporate ManagementExecutive AssistantSmall Talk 4Operations SupervisorTeam Leadership 6 · Active Listening 5Department DirectorPeople Management 8 · Negotiation 6VP of OperationsPeople Management 12 · Corporate Negotiation 6Chief Executive OfficerExecutive Leadership 10 · Corporate Negotiation 10
Human ResourcesHR CoordinatorActive Listening 3RecruiterProfessional Networking 6 · Small Talk 6HR DirectorHR Practice 8 · People Management 6Chief People OfficerHR Practice 12 · Executive Leadership 4Labor Relations MediatorMediation 12 · HR Practice 14
Marketing & AdvertisingSocial Media AssistantSmall Talk 3Marketing AnalystMarketing Fundamentals 6 · Statistics 4Campaign ManagerMarketing Fundamentals 10 · Team Leadership 6VP of MarketingBrand Strategy 9Brand MogulBrand Strategy 14 · Mass Psychology 9
Sales & RetailSales AssociateSmall Talk 2Senior Sales RepSales Technique 6Regional Sales DirectorAccount Management 8 · Team Leadership 5National Sales VPAccount Management 12 · People Management 8Sales Empire TycoonAccount Management 16 · Executive Leadership 6
Management ConsultingJunior ConsultantResearch Methods 5 · Small Talk 4Management ConsultantResearch Methods 9 · Microeconomics 6Engagement PartnerCorporate Negotiation 7 · People Management 7Firm PrincipalExecutive Leadership 7 · Corporate Negotiation 11Global Consulting MogulExecutive Leadership 13 · Game Theory 8
Real EstateLeasing AgentSmall Talk 4Property ManagerNegotiation 6 · Accounting Principles 4BrokerAdvanced Bargaining 8 · Contract Law 5DeveloperContract Law 9 · Corporate Finance 7 · Framing 5Land BaronCorporate Finance 13 · Corporate Negotiation 10
InsuranceClaims ProcessorNumeracy 4UnderwriterStatistics 6 · Probability Theory 4Risk AnalystProbability Theory 9 · Econometrics 4Insurance DirectorProbability Theory 12 · People Management 6Reinsurance MagnateProbability Theory 16 · Corporate Finance 12
Legal PracticeParalegalLegal Foundations 4Associate AttorneyLegal Foundations 9 · Contract Law 6Senior Litigation CounselCriminal Law 10 · Persuasion 7Managing PartnerCriminal Law 14 · People Management 8Supreme Court JusticeConstitutional Law 14 · Mediation 10
Journalism & MediaFreelance WriterCritical Reading 4Staff ReporterJournalism 6EditorJournalism 10 · Team Leadership 5Editor-in-ChiefJournalism 14 · People Management 7Media MogulJournalism 17 · Brand Strategy 10 · Executive Leadership 5
EntrepreneurshipSide HustleSmall Talk 3 · Numeracy 3Registered Business OwnerAccounting Principles 5 · Sales Technique 5Scaling FounderTeam Leadership 7 · Marketing Fundamentals 7Serial EntrepreneurCorporate Finance 9 · People Management 8Industry DisruptorExecutive Leadership 11 · Brand Strategy 11

Trades

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Automotive RepairLube TechnicianAutomotive Basics 2General MechanicAutomotive Basics 7Master TechnicianEngine Repair 9Shop OwnerEngine Repair 12 · Accounting Principles 5Performance House FounderPerformance Tuning 13 · People Management 6
Electrical ContractingApprentice ElectricianElectrical Fundamentals 2Journeyman ElectricianElectrical Fundamentals 8Master ElectricianResidential Wiring 10Electrical ContractorIndustrial Electrical 8 · Accounting Principles 4Grid Infrastructure ConsultantIndustrial Electrical 15 · Classical Mechanics 6
PlumbingPipe Fitter HelperPlumbing 2PlumberPlumbing 7Master PlumberPlumbing 12Plumbing Company OwnerPipefitting 8 · Accounting Principles 4Municipal Contract HolderPipefitting 14 · Corporate Negotiation 5
CarpentrySite LaborerHand Tools 2CarpenterCarpentry 7Master CarpenterFinish Carpentry 8General ContractorFraming 10 · Blueprint Reading 8Construction MogulFraming 14 · People Management 9
Welding & FabricationWelder HelperWorkshop Safety 3Certified WelderWelding 7Master FabricatorTIG Welding 9Fabrication Shop OwnerMetal Fabrication 9 · Blueprint Reading 8Aerospace Components SupplierMetal Fabrication 14 · Materials Science 9
HVACHVAC HelperWorkshop Safety 3HVAC TechnicianHVAC Systems 7Master HVAC SpecializtHVAC Systems 12HVAC Company OwnerIndustrial Refrigeration 8 · Accounting Principles 4Climate Systems DesignerIndustrial Refrigeration 14 · Thermodynamics 8
MasonryMason's AidHand Tools 3Journeyman MasonMasonry 7Master MasonMasonry 12Restoration ContractorMasonry 15 · Materials Science 5Heritage Monument RestorerMasonry 18 · Visual Composition 8
General ConstructionConstruction LaborerWorkshop Safety 2TradespersonBlueprint Reading 5 · Hand Tools 7Site ForemanTeam Leadership 7 · Framing 6Project ManagerPeople Management 8 · Blueprint Reading 10Infrastructure TycoonPeople Management 13 · Corporate Finance 8
Heavy Equipment OperationGround SpotterWorkshop Safety 4Equipment OperatorHeavy Equipment 7Crane OperatorHeavy Equipment 11Site Preparation LeadHeavy Equipment 14 · Team Leadership 6Demolition Firm OwnerDemolitions 10 · People Management 7
Landscaping & DesignGroundskeeperPhysical Conditioning 2Landscape DesignerVisual Composition 6 · Biology Foundations 4Landscape ArchitectVisual Composition 10 · Blueprint Reading 7Design Firm OwnerIndustrial Design 8 · Accounting Principles 4Urban Park DesignerIndustrial Design 13 · Local Politics 6
Security SystemsInstall AssistantElectrical Fundamentals 3Systems InstallerElectrical Fundamentals 7 · Networking 3Security SpecializtResidential Wiring 8 · Networking 7Installation Company OwnerDefensive Security 6 · Accounting Principles 4Government Security ContractorDefensive Security 12 · Close Protection 7

Technology

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Software DevelopmentCode ApprenticeComputer Science 3Junior DeveloperWeb Development 6Senior EngineerSoftware Engineering 9Principal ArchitectCloud Architecture 9 · Team Leadership 6Founding CTOCloud Architecture 14 · Executive Leadership 6
Data ScienceData Entry ClerkNumeracy 3Data AnalystStatistics 7Senior Data ScientistMachine Learning 8 · Data Engineering 5Chief Data OfficerMachine Learning 12 · People Management 7Predictive Analytics MogulMachine Learning 16 · Econometrics 11
CybersecuritySOC AnalystNetworking 5Penetration TesterDefensive Security 7Security DirectorDefensive Security 11 · Cryptography 7Chief Information Security OfficerDefensive Security 15 · People Management 7National Cyber Defense AdvisorDefensive Security 18 · National Politics 5
AI & Machine LearningResearch AssistantStatistics 6 · Computer Science 6ML EngineerMachine Learning 8Senior AI ScientistMachine Learning 13 · Algorithms 11AI Lab DirectorMachine Learning 16 · People Management 7AGI PioneerMachine Learning 19 · Quantum Theory 8
Cloud & InfrastructureHelp DeskNetworking 2Systems AdministratorSystems Administration 7Cloud ArchitectCloud Architecture 8VP of InfrastructureCloud Architecture 12 · People Management 6Cloud Empire OwnerCloud Architecture 17 · Corporate Finance 8
Database EngineeringDBA AssistantComputer Science 4Database AdministratorDatabase Administration 7Senior DBADatabase Administration 11Data Platform ArchitectData Engineering 10 · Cloud Architecture 6Information Infrastructure ControllerData Engineering 15 · Executive Leadership 4
Web & ProductTemplate CustomizerWeb Development 2Web DesignerWeb Development 6 · Visual Composition 4Full-Stack DeveloperSoftware Engineering 8Digital Agency OwnerSoftware Engineering 11 · Sales Technique 7E-Commerce Empire BuilderSoftware Engineering 14 · Brand Strategy 9
Game DevelopmentQA TesterComputer Science 2Game DesignerVisual Composition 6 · Web Development 4Lead DeveloperSoftware Engineering 10Studio HeadSoftware Engineering 13 · People Management 8Gaming Empire TycoonBrand Strategy 12 · Executive Leadership 6

Creative

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Visual ArtStudio AssistantVisual Composition 2Working ArtistVisual Composition 7Gallery RepresentedVisual Composition 12 · Professional Networking 6Master ArtistVisual Composition 16 · High Society Etiquette 6Art World IconVisual Composition 19 · Brand Strategy 8
MusicSession MusicianAudio Engineering 3Touring MusicianAudio Engineering 7 · Physical Conditioning 4Recording ArtistAudio Engineering 11 · Brand Strategy 4ProducerAudio Engineering 15 · Negotiation 7Label OwnerAudio Engineering 17 · Corporate Negotiation 7
Film & VideoProduction AssistantPhysical Conditioning 2Camera OperatorPhotography 7DirectorPhotography 12 · Team Leadership 7Award-Winning FilmmakerPhotography 16 · Persuasion 8Studio ExecutiveExecutive Leadership 8 · Corporate Negotiation 9
PhotographyPhoto AssistantPhotography 2Freelance PhotographerPhotography 7Commercial PhotographerPhotography 11 · Sales Technique 5Studio OwnerPhotography 14 · Accounting Principles 5Photographer to the ElitePhotography 17 · High Society Etiquette 9
Fashion DesignPattern AssistantVisual Composition 3Fashion DesignerIndustrial Design 6Senior DesignerIndustrial Design 10Fashion House OwnerIndustrial Design 13 · Brand Strategy 8Global Fashion EmpireBrand Strategy 14 · Supply Chain Management 9
ArchitectureDraftspersonBlueprint Reading 5Architectural DesignerBlueprint Reading 9 · Visual Composition 7Licensed ArchitectIndustrial Design 10 · Classical Mechanics 6Principal ArchitectIndustrial Design 14 · People Management 6Skyline ArchitectIndustrial Design 18 · Corporate Negotiation 8
Writing & PublishingGhostwriterCritical Reading 5Published AuthorCritical Reading 10 · Journalism 4Bestselling AuthorCritical Reading 14 · Brand Strategy 5Publishing House OwnerCritical Reading 17 · Corporate Finance 6Cultural InstitutionCritical Reading 19 · Mass Psychology 9
Interior DesignDesign AssistantVisual Composition 3Interior DesignerVisual Composition 8Senior DesignerIndustrial Design 8 · Finish Carpentry 5Design Firm OwnerIndustrial Design 12 · Sales Technique 7Luxury Interiors EmpireIndustrial Design 16 · High Society Etiquette 10

Logistics

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
TruckingYard HostlerCommercial Driving 2CDL DriverCommercial Driving 7DispatcherLogistics Planning 8Fleet ManagerLogistics Planning 12 · People Management 5Intermodal DirectorSupply Chain Management 12 · Corporate Negotiation 6
Delivery & CourierDelivery RiderCourierDefensive Driving 5Route ManagerLogistics Planning 7Distribution ManagerLogistics Planning 11 · Team Leadership 6National Network OwnerSupply Chain Management 11 · Corporate Finance 6
WarehousingPicker/PackerInventory ControllerWarehouse Operations 6Operations SupervisorWarehouse Operations 10 · Team Leadership 5Distribution Center ManagerSupply Chain Management 8 · People Management 6Global Supply Chain TycoonSupply Chain Management 15 · Executive Leadership 5
Maritime & ShippingDeckhandSeamanship 2Boat CaptainSeamanship 8Ship MasterMarine Navigation 10Shipping Company OwnerMarine Navigation 13 · Supply Chain Management 8Global Shipping MagnateSupply Chain Management 16 · Corporate Negotiation 10
AviationGround CrewWorkshop Safety 3Flight InstructorPrivate Pilot 8Commercial PilotCommercial Pilot 8Airline CaptainCommercial Pilot 14 · Team Leadership 5Airline Chief ExecutiveCommercial Pilot 16 · Executive Leadership 8
RailRail WorkerWorkshop Safety 3ConductorLogistics Planning 6Train EngineerHeavy Equipment 9Rail Operations ManagerLogistics Planning 12 · People Management 6Rail Empire TycoonSupply Chain Management 14 · Local Politics 8

Healthcare

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
NursingCare AssistantFirst Aid 3Licensed NurseHuman Anatomy 6 · First Aid 6Registered NurseClinical Practice 7Nurse PractitionerClinical Practice 12 · Pharmacology 7Director of NursingClinical Practice 15 · People Management 8
MedicineMedical StudentHuman Anatomy 6 · Biology Foundations 8Resident PhysicianClinical Practice 8Attending PhysicianClinical Practice 14 · Pharmacology 9SurgeonSurgery 10Chief of SurgerySurgery 16 · People Management 8
PharmacyPharmacy TechnicianGeneral Chemistry 4Dispensing PharmacistPharmacology 6Clinical PharmacistPharmacology 11Pharmacy OwnerPharmacology 14 · Accounting Principles 6Pharmaceutical ExecutivePharmacology 17 · Corporate Negotiation 8
Mental HealthSupport WorkerActive Listening 4CounsellorCognitive Psychology 7 · Active Listening 8Clinical PsychologistCognitive Psychology 12 · Clinical Practice 5Practice DirectorCognitive Psychology 15 · People Management 6Behavioral Science AuthorityMass Psychology 12 · Behavioral Economics 10
Emergency ServicesEMTFirst Aid 5 · Physical Conditioning 4ParamedicTrauma Medicine 6Critical Care ParamedicTrauma Medicine 11 · Clinical Practice 5Station CommanderTrauma Medicine 14 · Team Leadership 8Regional Services DirectorPeople Management 12 · Local Politics 6

Public sector

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Law EnforcementCadetPhysical Conditioning 5 · Legal Foundations 3Patrol OfficerSituational Awareness 7 · Pistol Marksmanship 4DetectiveResearch Methods 8 · Criminal Law 6CaptainCriminal Law 11 · People Management 7CommissionerCriminal Law 15 · Local Politics 9
Bounty HuntingSkip TracerSituational Awareness 4 · Research Methods 3Recovery AgentPhysical Conditioning 6 · Criminal Law 4Bounty HunterPistol Marksmanship 6 · Situational Awareness 9ManhunterCriminal Law 10 · Pistol Marksmanship 10LegendSituational Awareness 15 · Pistol Marksmanship 14
PoliticsCampaign VolunteerSmall Talk 4City CouncillorLocal Politics 7State RepresentativeCampaign Management 8 · Public Speaking 9SenatorNational Politics 8 · Diplomacy 8Head of GovernmentNational Politics 15 · Mass Psychology 10
EducationTeaching AssistantCritical Reading 5TeacherCritical Reading 9 · Public Speaking 5Department HeadCritical Reading 12 · Team Leadership 6PrincipalPeople Management 10 · Local Politics 5University ChancellorResearch Methods 15 · Executive Leadership 6
Civil ServiceClerkCritical Reading 4Case OfficerLegal Foundations 6Program ManagerLegal Foundations 10 · People Management 5Department HeadPeople Management 10 · Local Politics 6Permanent SecretaryNational Politics 9 · Executive Leadership 6
MilitaryRecruitPhysical Conditioning 5SpecializtRifle Marksmanship 6 · Tactical Movement 4SergeantSquad Tactics 7Field OfficerSquad Tactics 12 · Team Leadership 8Theatre CommanderMilitary Strategy 12 · People Management 9

Hospitality

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Culinary ArtsKitchen PorterLine CookLine Cooking 6Sous ChefSauce & Technique 7Executive ChefSauce & Technique 12 · Team Leadership 7Michelin-Starred OwnerSauce & Technique 17 · Brand Strategy 7
Baking & PastryBakery AssistantCulinary Basics 2BakerPastry & Baking 6Master BakerPastry & Baking 11Bakery OwnerPastry & Baking 14 · Accounting Principles 5Artisan Food EmpirePastry & Baking 17 · Supply Chain Management 8
Hotel & ResortFront Desk AgentSmall Talk 4Guest Relations ManagerAccount Management 5Operations ManagerPeople Management 7 · Accounting Principles 5General ManagerPeople Management 11 · High Society Etiquette 6Resort Group OwnerCorporate Finance 11 · High Society Etiquette 11
Events & NightlifeBar StaffSmall Talk 3Event CoordinatorProfessional Networking 6Venue ManagerProfessional Networking 10 · People Management 5Club OwnerProfessional Networking 13 · Accounting Principles 6Nightlife EmpireProfessional Networking 16 · Brand Strategy 8

Science

IndustryTier 1Tier 2Tier 3Tier 4Tier 5
Physics ResearchLab TechnicianPhysics Fundamentals 4Research AssociateClassical Mechanics 7Principal InvestigatorThermodynamics 10 · Research Methods 8Department ChairQuantum Theory 8 · People Management 6LaureateQuantum Theory 15 · Research Methods 14
Chemical ResearchLab AssistantGeneral Chemistry 4Analytical ChemistOrganic Chemistry 6Senior Research ChemistOrganic Chemistry 11 · Materials Science 7R&D DirectorMaterials Science 12 · People Management 6Chief Scientific OfficerPharmacology 14 · Executive Leadership 5
BiotechnologyLab TechBiology Foundations 5Research ScientistGenetics 7Senior ScientistGenetics 12 · Pharmacology 6Head of ResearchGenetics 15 · People Management 6Biotech FounderGenetics 18 · Corporate Finance 10
Economic AnalysisResearch AssistantMicroeconomics 5EconomistMacroeconomics 8Senior EconomistEconometrics 9Chief EconomistEconometrics 13 · Game Theory 7Institutional AuthorityEconometrics 17 · Game Theory 12

Not every way of earning is on a chart. Some work is not advertised, is not on any syllabus, and will not appear anywhere until your character has some reason to know it exists.

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