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The OUTFIT screen

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

OUTFIT is where you run your outfit as a whole. The left side shows the outfit at a glance and a three-way switch: RESEARCH, PEOPLE and TOWNS. Whichever you pick fills the rest of the screen, with a detail pane on the right for the box, man or town you click. Every button here is the same action you'd find elsewhere in the game, and when one is greyed out, its tooltip gives the reason.

How you use it

  1. Open OUTFIT from the bottom tabs. The top bar's research slot opens it on RESEARCH.
  2. Read the outfit card on the left.
  3. Pick RESEARCH, PEOPLE or TOWNS. Each switch button carries a one-line summary: the research under way and its days left; seats filled and soldiers; towns held and claims under way.
  4. Click something in the list and act on it in the detail pane.
  5. ESC clears what you picked first, then closes the screen.

How it works

The outfit card

Row Shows
Banner Your crest, your outfit's name, and your seat town (or NO SEAT)
Tier Your tier title, and the next tier step with its days to finish (or top tier)
Towns held How many towns you own
Cash Cash in hand and net cash a day
Respect The Respect wallet that pays for hires and levels
Influence Influence in hand and its daily income
Soldiers Soldiers you have against your soldier limit
Dread How much you are feared

RESEARCH

Rule Live
The tree A grid of boxes that scrolls sideways (wheel or drag). Tier steps are boxes on the tree, so you climb tiers by researching them
Now strip What is being researched, its days left and what is queued next, with STOP and the research rate a day
A box's detail Its flavour text, YOU GET (the exact gains for your outfit), its cost and how many days until it lands
START Starts the box. If it needs earlier boxes, they queue first (START · N STEPS)
Switching A box you leave keeps the points it already holds

PEOPLE

Rule Live
Who is listed The boss, then the capos, then every soldier. Filters: All, Boss & capos, Soldiers
Columns Name (with a BOSS or CAPO tag), Class, Level, the four stats (Muscle, Cunning, Charm, Business), Where (squad and band, leads, or Roster · waiting), Wage
Open seats Each empty roster seat shows as a row: OPEN SEAT · MAKE A SOLDIER CAPO (N RESPECT) OR WIN A LOCAL
A man's detail His portrait, class and level, stat bars, traits, and what he fights as, carries, where he stands and his wage a day
OPEN CARD Opens his full character card
LEVEL UP · N RESPECT Buys his next level from the Respect wallet. The price grows with his level, and each rank has a level cap
MAKE CAPO · N Soldiers only. Pays Respect, and the soldier leaves his squad and takes a roster seat as a capo. Not while he is laid up or in a fight

TOWNS

Rule Live
The list Your seat town first, then every other town you hold. Each row has the town's buildings, its level, its cash a day, the Influence and soldiers it adds, and who runs it
Claims under way Each claim shows its time left and what you've paid, or the cash it is waiting for, with CANCEL CLAIM (the tooltip shows the refund)
UPGRADE Raises the whole town one level for a flat price set by its level. Every building in it doubles, and keeps working while it climbs. Shows UP IN Nd while climbing and TOP LEVEL at the cap
Buildings Each kind of building in the town, with its count and cash a day
MANAGER Who runs the town. CHANGE lists the boss and your capos, with what each would add: cash from Business, soldiers from Charm in a Neighbourhood, cheaper armies from Muscle in a Factory. Only stats above 5 count

Tiers

Rule Live
How you climb Research the tier step on the tree. Influence is a plain wallet, and spending it never drops you a tier
Titles Crew, Gang, Mob, Family, Mafia
Roster Starts at 3 seats (the boss takes one) and gains a seat every tier
Other tier rewards One more town per capo at tier 3. An extra crew and personal kit at tier 4. Another crew at tier 5

Numbers (all TEMP)

Number Value Where
Tiers 5 foundation.tier_titles
Roster seats 3 at the start, +1 at tiers 2, 3, 4 and 5 (7 at the top) roster_base, foundation.tier_rewards
Make capo 100 Respect squads.capo_respect
Level up 75 Respect × his current level foundation.level_respect_cost
Level caps Soldier 5, capo 10, boss 15 foundation.level_caps
Town upgrade price $7,000 to level 2, $9,500 to level 3, $12,200 to level 4 foundation.town_upgrade_cash
Town upgrade time 20 days × the current level foundation.upgrade_days
Top town level 4 foundation.max_building_level
Soldier limit 25 per town held, +15 per Neighbourhood × its level, plus the manager's Charm in Neighbourhoods and Strip Clubs soldiers_per_town, neighbourhood_soldiers
Manager: soldiers from Charm in a Strip Club 3 per Charm point above 5, × the building's level strip_club_soldiers_per_charm_above
Manager: soldiers from Charm 5 per Charm point above 5, × the building's level, in a Neighbourhood neighbourhood_soldiers_per_charm_above
Manager: army cut from Muscle 1% per Muscle point above 5, × the building's level, in a Factory foundation.factory_army_cut_per_muscle_above

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
One screen: the outfit card and RESEARCH / PEOPLE / TOWNS The old OUTFIT dock with SEATS and an agreements table
Tiers come from research steps on the tree Tier read off Influence against a ladder of ten rungs; a GROW or LEVEL UP button for the outfit
Five tiers, Crew to Mafia The ten-tier ladder
A capo is made from a soldier for Respect, or won over as a local Assigning any living adult to a capo seat from a seat list
Town UPGRADE raises the whole town Upgrading one building at a time

Sources

src/ui/outfit_development.gd, src/ui/main.gd (the OUTFIT door), src/systems/squads.gd (make capo), src/autoload/game.gd (tier, level up), src/systems/economy.gd (town upgrade), src/systems/frontier_council.gd (soldier limit, management), data/config.json (foundation, squads, settlement_economy, development knobs)