Jobs, Economy and Property¶
See Player/README.md for the verification-debt caveat.
1. Jobs¶
Every job belongs to one of three fixed groups — Officials, Civilians, or Underground — the city's basic social structure, not something a fork can extend with new top-level groups (16_JOBS_FRAMEWORK.md §1). Within a group, a job can belong to a gang (an organisation) and has a rank inside it. Right now, exactly one real job exists in this codebase — Citizen, the default everyone starts as — with the rest of the original game's roughly twenty jobs planned as a later content-migration pass, not an engineering one (16_JOBS_FRAMEWORK.md §2).
Join a job with /team <jobName> (see
01_CHAT_AND_COMMANDS.md). The game checks, in order: does the job
exist, are you on a rejoin cooldown from having left it recently, is it full, and — for a job
in a different group than your current one — is the move a legal "mandatory transit" (you
generally can't jump straight from, say, Officials to Underground; you pass through Civilians
first, exactly like the original game's "Master Race" rule)
(16_JOBS_FRAMEWORK.md §4).
Not built yet: demotion, mutiny, being blacklisted from a job, jobs that expire after a time limit, salary/payday, and the manufacturing-rights system that gates who can craft what — all real, named, deliberate remainders, not oversights (16_JOBS_FRAMEWORK.md §6).
2. Money¶
Your balance can't go negative and there's no debt — the one rule from the original worth
keeping unconditionally (Code/Economy/README.md). Right now
the only ways your balance moves are buying a door (below) and sending a paid /advert.
Not built yet: any actual source of income — no salary, no payday, no job-based earnings
at all. If you spend money, you currently have no way to earn more.
3. Property: buying, locking, and sealing a door¶
Doors are the one ownable, purchasable entity that exists today. Right-click (or however your client exposes it) a purchasable door to buy it — this checks that it's unowned, that you can afford it, and that you're within its configured interaction range of it, then assigns you as owner and takes the money, in that order (07_NETWORKING.md §7).
Once you own a door, you can lock or unlock it — anyone you've explicitly granted access can too. Sealing a door is a separate, admin-only power (not something owning a door lets you do yourself) that overrides locking entirely: a sealed door refuses to unlock for anyone, including its own owner, until an admin unseals it (20_WORLD_LOCKS_AND_CONTAINERS.md §1).
World containers (lockable crates, distinct from doors) exist too, with the same lock/seal mechanics — but nobody can currently own one. There's no purchase flow and no way to assign an owner to a container yet, so every container's lock is real and tested but practically unreachable until that gap closes (20_WORLD_LOCKS_AND_CONTAINERS.md §5).
Not built yet: selling a door back, door tax, master/slave door linking (most maps have double doors — linking them so one purchase covers both isn't built), physical padlocks, and breach/lockpicking. All are a bigger scope than this pass, not blocked by a missing platform capability (20_WORLD_LOCKS_AND_CONTAINERS.md §2).