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Training & University

Where stats come from: sessions in the gym and a degree on the side.

Training is the long game for stats - a permanent climb you run alongside your crimes, and the one that carries you from the middle of a season to the end of it. You pick a primary stat to focus, pay the session fee in cash, and go dark for the duration - most other actions are blocked while you train. The primary stat gets the big gain, and one paired secondary stat gets the smaller gain.

Stat pairings

Primary statSecondary stat
StrengthResistance
ResistanceStrength
IntelligenceCharisma
CharismaIntelligence

Sessions

SessionDurationCostRequirement
30 minutes30 minCash - scales with your level and, for hoarders, your worthNone
1 hour1 hourCash (about 2.4x the 30-min fee) + 750 $CRIMELevel 5

The 1-hour session is worth about 2.4x the 30-minute one, against the same 2-sessions-per-game-day cap - which is what you are really buying with the $CRIME. Cancel a session early and you forfeit the gains but recover 50% of the cash fee - and if it was a 1-hour session, its full 750 $CRIME cost is refunded too.

One more thing bars the gym door: your own kill operation. While your detectives are out on a target - or tailing one inside the shadow window - you cannot start a session, the same way you cannot go to ground in the safe house. Hunting is something you do on the street. Call the operation off first if you would rather lift.

What a session is worth

The gym pays out in proportion to the gangster you already are. Through the first few levels the payout climbs steeply - a level 3 session is worth roughly nine times a level 1 one - and from level 3 on it settles into a steady +25% per level.

So the gym is not a shortcut past your first day. Early on, Robberies up the petty and street ladder are what move your stats; training overtakes them once you have a few levels behind you, and stays the backbone for the rest of the season.

Level30-min gain (primary / secondary)1-hour gain (primary / secondary)
1+416 / +104Locked
2+1,666 / +416Locked
3+3,750 / +937Locked
4+4,375 / +1,093Locked
5+5,000 / +1,250+12,000 / +3,000
8+6,875 / +1,718+16,500 / +4,125
10+8,125 / +2,031+19,500 / +4,875
14+10,625 / +2,656+25,500 / +6,375

Those figures are at the Recruit tier. Your session tier multiplies all of them.

Session tiers

The gym rewards regulars: your lifetime session count this season sets a permanent multiplier on every gain.

TierSessions completedGain multiplier
Recruit0x1.00
Trained5x1.25
Veteran15x1.50
Elite30x1.75
Master60x2.00
Train every day
Two sessions per game day is eight per real day. Reaching Master makes each later session pay 2× the base gain for the rest of the round; completing the tier earlier simply gives more future sessions that multiplier.

University

At level 4 the University opens on your dashboard: one course per season, three tiers (Newbie -> Player -> Master), each tier bought with cash. The twist: you can't study your own profession's track - university is where you borrow another build's edge. A Robber taking Street Management runs hookers like a half-Pimp.

CourseBonuses (tier 1 -> 2 -> 3)Tier costs
Business Studies+10% building production -> 10% cheaper construction -> +15% building slots$100,000 / $200,000 / $400,000
Robbery Techniques+10 tickets per day -> +20 max tickets -> +10% robbery earnings$80,000 / $180,000 / $360,000
Street Management+10% hooker revenue -> 10% cheaper hookers -> +15% hooker slots$80,000 / $160,000 / $320,000
Tactical Operations+5% assault power -> +5% assault power -> 10% black market discount$120,000 / $260,000 / $520,000

Bonuses stack cumulatively as you clear tiers, and they stack on top of your profession perks. Enrollment and tier purchases require the normal actionable state, so they are blocked while jailed, hospitalized, training, or hiding in the safe house.

Specialized CrewsNightlife