Systems
Your School Has Clubs
The club list is on the school board: sports, arts, science. You pick one; each club has its own story and a friend who opens a door years later. The entrepreneurs club waits at university.
You Can Meet People Now
You are old enough to meet someone, talk, date. New faces are waiting in the relationships panel.
You Can Apply to University
You just turned 18. You can pick a major and start: each one has its own smarts requirement, length and yearly tuition. The clubs you joined at school raise your chances.
You Can Work Now
You can look for a job. Openings depend on your education and stats — the first job is usually the door to the next one.
You Can Start a Business
You can afford one. A business is not a salary: it earns every year and grows with capital and marketing.
You Can Buy Property
Your savings cover a home. It ends the rent — and rented out, it earns every year.
You Can Take to the Sea
Shipping is open to you: buy a ship, pick a route, carry cargo. Profit depends on the route, the cargo and the pirate risk — hiring an escort is a decision of its own.
The First Seat Is Open
The neighbourhood knows your name, and that is the whole requirement for parish councillor. One room, one stamp, and the first rung of a ladder that ends in the presidency.
The Book of Lineage Is Open
You inherited a legacy; you are part of a family now. The Book of Lineage keeps every generation's name, age at death and peak — under the family crest.
The Bank Sees You
You have a steady income; the bank now sees you. Take a loan with interest and a term, or a mortgage for a house or car. Instalments leave the vault every year; miss them and collection comes knocking.
You Can Open a Dealership
Your money is enough for a showroom. Buy and sell new and used cars, rent them out, win them cheap at auction; put your own name on the sign.
You Can Buy Land
Parcels are for sale from Anatolia to Patagonia. Land appreciates and yields farm or mining income; at auction, whoever tops the reserve wins.
Prison Life Is On
Your expansion is in. Nine new events wait inside: a gang offer, a gang war, a parole file, an escape plan, the classroom, the workshop, visiting day, solitary and a conjugal visit. It kicks in from the first year you're locked up; it survives death and works in every life. Good conduct: every three clean years takes a year off your sentence.
Sea Empire Is On
Your expansion is in. From the moment you own a ship, eight new events: fleet contract, port authority, smuggling ring, pirate ransom, storm, mutiny, rival shipper and harbour share. It survives death and works in every life.
Prison Life Keeps Growing
We haven't forgotten you. Prison Life grew with this update: while you're inside, a card on the main screen shows your time left, your standing and your good-conduct streak. Gang, workshop, classroom and solitary choices now truly change your standing. Escape and parole are real releases too; the standing you earned inside walks out with you. And a new arrival in the block is itching to test you. As long as you own it, updates will keep coming.
The Wheel Is Waiting
You’re eighteen: you can take the driving test. No license, no car; ships and planes have their own exams.
Prison Screen
You're behind bars. The Prison tile on the main screen holds your remaining sentence, your standing inside and what you can do each year: a lawyer, the gang, keeping your head down. Escape, the workshop, visiting day and solitary open with Prison Life.
The Badge Is Yours
You're a detective now. Every year a case lands on your desk: check the evidence, follow the strings, find the culprit. Every case you close right counts as a year toward promotion.
The Street Is Calling
The neighbourhood map is open to you now: pickpocketing at the bazaar, the late-night kiosk, the car in the parking lot. Three targets a year, each with its risk and its cut. Your call.
Casino King Is On
The expansion is yours. The casino is now for sale in Businesses: grow the floor with slots, roulette, blackjack, poker and a VIP room, and choose the table limits and the staff yourself. Big shots who lose on credit at your VIP tables go into your Marker Book: collect, call in a favor or tear it up. It launders dirty money at a 5% cut; if you hold Casino street, the house earns 30% more. Valid in every life. We update the game every week; upcoming updates may bring new content to this expansion too.
Prison Life: Your Wardmates
We haven't forgotten you. You now share the ward with three named people: a forger, a safecracker, a smuggler, a bruiser and a prison doctor among them. Brew tea for one of them once a year; spend two years with the same person and you become friends. Friends raise your standing inside, walk out with you and use their trade for you once on the outside. We update the game every week; upcoming updates may bring new content to this expansion too.
Sea Empire: Captains
We haven't forgotten you. You now pick a named captain for every ship: the fearless one stands up to pirates, the cunning one slips past customs, the honest one earns more on legal cargo. On the tenth successful voyage a captain earns a nickname and can become your fleet admiral. And your harbour is on screen now: your ships at the quay and on the horizon, with their captains' names. We update the game every week; upcoming updates may bring new content to this expansion too.
Your Office Is Open
Practising law is more than a salary now. Files land on your desk every year: hear the client out, pick a strategy. Cases you win bring promotion closer, and some files come knocking years later.
The Bench Awaits
You've spent years in the courthouse and your name is clean. You qualify to become a prosecutor or a judge.
You Can Reach for the State
Your power and your vault are enough. A coup isn't one night: you choose the general, the money and the hour.
Everyone Has One
Your class has a group chat; the jokes, the homework, who is talking to whom — all of it happens there. You hear about it the next day. Time to get a phone?