Mechanics
The rules of the city in one place: what you lose, what things cost, and how each system actually works. Tables first, opinions last.
How states work, when fresh servers open, what the 7-day Federal Raid takes and what you keep.
Citizen, Criminal, Cop and Settler: what each role can do, and exactly what you lose when you die, surrender or get raided.
Your criminal level from 1 to 5: how much it adds to sale prices, what raises it, and why it brings more police.
Cop slots, badges and pay, how arrests and bribes work, and how the feds turn your wealth into permanent authority.
Dirty cash, clean money and BCoin: how laundering works, base limits, who buys what, and where money flows.
Every barter recipe in the game, what each output opens, and which trades are worth making.
Action Cameras, Code Tablets, USB Hacking Tools, Deposit Box Keys and Cargo Sheets: how they fill, what they sell for and what they barter into.
Cargo rules and prices, the Cargo and Contraband Workbenches, and the full Grow Room and Chemical Laboratory chains.
Titles, renting a plot, vendor tiers, structures and furniture, and what owning a settlement gets you.
Defense levels, Decoders and Electronic Fuses, how many Decoders each building takes, alarms, the raid lock and eviction.
The power pyramid, clan rules and ranks, how clan battles work, the 22 city objectives and the 10 districts.
Free rentals, owning a car, all seven cars and their stats, every mod, cargo capacity and the Romanov R8 helicopter.
Every game term from authority to Vendor tier, defined in a line or two, with a link to the page that covers it.