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STREET GUIDE/ECONOMY

Hookers

A working fleet that pays you every game day - mostly.

Hookers are the city's other passive income: hire them once and they earn cash for you every game day. Don't confuse this page with the whorehouse venues - those restore your stamina for a fee; these workers earn for you out on the street.

The roster

NameHire costEarnings per game day
Dolly$800$48
Bitboy$3,000$255
Caroline$8,000$720
Donut$14,000$1,250
Gorlock$20,000$2,200
Threadguy$27,500$2,700
Bonnie$50,000$5,400
Ansem$75,000$7,200
Allen$90,000$11,000
Hawk$120,000$12,600
Ruth$330,000$27,500
Lana$490,000$38,000
Mia$600,000$48,500
Sophie$865,000$62,500

For each copy of a worker type you already own, the next one's price adds 5% of that worker's base hire cost. How many you can run is a Charisma question - your base fleet cap grows from 4 to 80. Pimps add 50% on top, reaching 120; everyone else can add a Street Management slot bonus instead.

Collection & the cap

Earnings pool until you collect - but only 4 game days' worth (8 for a Pimp). After that the meter stops. And the street is the street: workers drift away as time passes, and high Charisma keeps more of them in line. Escaped workers are simply gone.

Collect on schedule
A non-Pimp fleet stops accruing after four game days; a Pimp fleet stops after eight. Collect on schedule and price the occasional runaway into your math.

Boosting the take

BonusEffect
Pimp profession30% cheaper hiring, +30% earnings, double collection window, +50% fleet size
VIP+5/7/10% earnings (Bronze/Silver/Gold)
CharismaUp to +15% earnings, more fleet slots, and a lower runaway rate
University - Street ManagementEarnings, hiring discount and slots - for every profession except Pimp, who cannot take their own track
Drug DealerBullet Factory