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Economy & balance sheet

BELLOCCO is built around a few clear ladders that are carefully matched. The basic principle is simple: quick, small actions you often grind; Big blows take time and risk. That balance allows a beginner to move forward step by step while a top player is never finished. In this article you can see how earnings, waiting times, cell times, companies and the casino are related — and how conscious sinks let money keep its value instead of letting it rot through inflation.

Earn ladder (crime)

Each crime has a expected proceeds: the average loot multiplied with the success chance. That runs on with you rank — of such a €113 per job on rank 1 (Package pirate) up to spacious €10.000 on rank 40 (Diamond heist). The flip side is built-in: how higher the loot, how lower the success chance and how bigger the chance of being caught. At the cooldown of 45 seconds comes that down on roughly €9.000 per hour if beginner up to €800.000 per hour for a top player. Rich become is so possible, but the costs aware time and rank.

Organised crime — the big blows

Those looking for more tension can go for the big hits: from a gas station rubbery (from €8.000)–€22.000) to a bank robbery (from €180.000)–€560.000), every 10 minutes. You pay your NPC charges in advance and the success rate is not 100% — it depends on the skill of your crew (real players or hired minions) versus the difficulty of the job. Over the long run, you'll make about an hour's worth of loose crimes at your rank. It's an exciting guess, not an ATM — precisely the intention, otherwise it would undermine the ordinary earning ladder.

Time ladder (cooling times)

The cooling time determines the rhythm of your income. Short cooling time means small, frequent yield; Long cooling time means a large yield at once:

  • Crime — 45 sec
  • Stealing vehicle — 60 sec
  • Handshake — 90 sec
  • Drug production — 5 min
  • Organised crime — 10 min
  • Shooting range — 10 min
  • Murder attack — 30 min
  • Redlight (Find/Work whores) — 30 min

Also a liquidity has since a cooling time: after an attack — successful or not — you got to hide for half an hour before you can strike again. Without that brake, murder would be the only ladder that bypasses the time ladder; Now it fits like any other heavy action in the same rhythm.

Risk ladder (cell time)

If you get caught, you go to jail, and cell time scales with the risk. A common crime or car theft costs 1,5–7 min, a drug deal 2–8 minq. You can try breaking out, with your own cooling time of 20 seconds. The bigger the loot you chase, the longer you're locked up when things go south — risk and reward remain so balanced.

Companies and casinos

Businesses to be you passive up to semi-passive income source, and their entry prices run on with the earning capacity: hospital €500k (treatment fee), bullet factory €750k (bullet sale) and redlight €1,5M (10% commission). You possess there maximum 5, so choose is important. The six casino tables to be premium possessions (€4M–€10M), priced to popularity. The bankroll at purchase is so tuned that each fresh table a starting max bet of €100.000 allows; afterwards scales the max bet along with the till. The owner earns only the house edge — no free money, but a statistical advantage on the long expensive. A business without owner becomes taken over through The State.

Murder as a earning model

A succesful liquidity always deliverrs a guaranteed base price — scaled to the rank of your victim and the reward multiplier of the active preset — plus a percentage of any cash that the victim still had in his pocket. This murder is never "for nothing": also a sparing prey yielded something, and a rich prey did a lot. Murder-XP, respect and the training XP of the shooting range scales along with the xp multiplier of the preset — just like any other activity in this article.

Sinks — money from the economy

To counter inflation there are conservative drains, i.e. sinks, which constantly take money out of the game: travel expenses, treatment costs, market commission, tax on casino profits and the loss against the home acquisition. Without these sinks, the total money supply would grow eventually and cash would lose its value. Thanks to this system, a euro remains worth a euro, where you are new or have been involved for months. Those who understand the economy can use their time and capital the smartest.

Presets: same balance, different speed

The above figures are the Balanced setting — the standard. The staff can convert the whole economy to a different pace in one click via a economy preset, without losing the relations:

  • Casual / Fast — 1,6× yields, 1,5× the XP, 55% of cooling times, half jail time. Nice and smooth for those who have little time.
  • Balanced — the default above. Fair, gradual progression.
  • Realistic — 80% of revenue, longer waiting times and price sentiments, more extensive businesses. More gravel, more value per euro.
  • Hardcore — 60% of yields, 1,7× cooling times, almost 2× Prison sentiments. A heavy survival economy for perverts.

Everything is automatically scaled: from the cooling-off time of crime to the cost of a detective, from murder XP and respect per liquidity to the duration of a murder cooling-off time. This means that all activities remain — also a dilution — be proportionate to the rest of the economy, regardless of the pace the staff chooses.

Frequently Asked Questions

How much can I make an hour?

With loose crimes approximately €9.000 per hour as a beginner, rising to about €800.000 per hour at grade 40. The proceedings scale with your rank.

Why do actions have different cool times?

Short cooling times give small, frequent profit; Long cooling times big profit at once. So both playing styles are about equivalent.

Is organized crime more profitable than loose crimes?

About the same over the long term. You pay henchmen in advance and the success rate is not 100%, so it's an exciting bet instead of guaranteed money.

Does a casino owner make free money?

No. The owner only gain the statistical home acquisition; In the short term a table can also turn loss.

What are sinks and why do they exist?

Sinks are ways money failures from the economy — travel expenses, taxes, commission, home adoption. They fight inflation so that money holds value.

How long am I gonna be in jail if I get caught?

Depending on the risk: 1,5–7 min for a crime or auto theft, 2–8 minus for a drug deal. You can try breaking out.

Play for free and discovery how the economy of BELLOCCO remains in balance.

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