Developer reference / Source-qualified mechanics

Decisions, stats
and consequences.

Browsable diagrams and formulas documenting implemented build 3.4.0 mechanics, beside clearly labeled proposed narrative gates.

Source snapshot / game 3.4.0
01 / Core decision flow

From a mission choice to a saved result.

Mission action decision treeChoose a visible mission, check if requirements and costs are met, choose auto or driving, resolve success or failure, update resources, time, heat and evidence, then save the campaign.Choose missionZone revealedRequirement gate?Prerequisites, fuel, costResolve modeDrive or Auto oddsOutcomeSuccess / failureBlocked: show reasonNo mission rewardDrive run / rollDepends on pathCommit stateDay, heat, loot, cluesNoAllowed

This is a simplified representation of the implemented mission controller. Special missions, hunt conditions, recoveries, and driving-specific outcomes have additional rules.

  1. A mission must be available on the board and meet story prerequisites.
  2. Costs, active car, available fuel and campaign conditions determine whether it can start.
  3. Auto-resolution uses saved seeded randomness and car statistics. Driven missions use driving results.
  4. Outcomes may affect rewards, inventory capacity, map, evidence, day, heat and progress.
02 / Chapter One

The three-road decision.

Fork / Route ARailroad Bridge → rail yard → trestle → final freight mission

Timing, tunnels and pursuit. Story missions unlock through prerequisites.

Fork / Route BLandfill Gate → search / case evidence → finale

Clue evidence gates the route's resolution.

Fork / Route CBlack Ford → stealth / heat → finale

Risk, pursuit and heat-control decisions.

The player picks a route. These three paths are implemented in the current Chapter One; proposed later narrative integration must reconcile their convergence.

03 / Interactive stat model

Mission success odds

For ordinary Auto-resolved missions, source constants in js/data.js and js/missions.js define the following calculation. Repairs and hunts use special rules; driven missions resolve through their driving system.

70%

Calculating…

Formula: base 0.60 + (effective stat − difficulty) × 0.08 + optional Auto bonus 0.10, rounded and clamped to 0.20–0.95. The model uses effective vehicle stats; repairs always resolve successfully if allowed.

04 / Implemented resource and stat rules

The systems behind the decisions.

SystemImplemented rule (3.4.0)Source
ResourcesScrap, electronics and fuel each weigh 1. Inventory is limited by vehicle trunk and HQ storage.data.js, base.js
StorageCapacity levels: 20 / 40 / 80 total weight.data.js
HQ tiersShell → Workshop → Stronghold, unlocking modules and garage slots.base.js
Vehicle wear+8 for mission success, +15 for failure, with suspension mitigation. At 100 wear the car cannot drive.data.js
Police heatHeat scale 0–100; a stop can occur from 30, and 90+ is a manhunt threshold.data.js
Neighbor trustTrust 0–3; each completed side job adds 1; at 3 a named neighbor becomes an ally and grants a perk.data.js, campaign.js
CalendarFull-moon rule repeats every seven in-game days; mission actions consume in-game time.data.js, missions.js
Opening evidenceHistorical prologue lets the period investigator check two items in daylight and one more by lighting a lantern.opening.js

Land-plot tradeoffs

Butcher Shop / $600

+ $1 stand sale bonus, $10 weekly upkeep; nearest Pruitt.

Jail / $900

Half the night-raid chance, but police heat cools half as fast; nearest Dell.

Farm / $750

+1 forage yield and $2 fuel-can discount, but 20% greater mission fuel use; nearest June.

05 / Future story outcome tree

Proposed crime and final-boss gate.

Collect 1867 cluesProposed oil-secret thread / historical reconstruction
Collect 1901 cluesPan-American Exposition / electricity documents
Trace railway mobFictional organization / allegiance undecided
Resolve the crimeRequired before Pig Man confrontation
Win final battleGame completion
Lose final battleLevel destruction; restart/save policy TBD

This final sequence is not yet implemented. The crime, exact evidence thresholds, Pig Man affiliation and loss recovery rules require Ryan and Conlan's narrative work and Chairman approval before the v3.8 integration gate.

Open the Narrative Builder