Guides

Resource Economics

Deep analysis of resource flows, bottleneck identification, and optimal allocation strategies.

Resource Interdependencies

The four resources form a directed graph with feedback loops:

        ┌─── HDD ◄──── Rigs ◄──── Buy Orders ◄──── Money ───┐
        │                                                      │
        ▼                                                      │
  Card Storage ──► Thread Capacity ──► Thread Output ──► Money/Stamps
        ▲                                                      │
        │                                                      │
        └─── RAM ◄──── Rigs ◄──── Buy Orders ◄──── Money ────┘

The critical insight is that HDD and RAM are not directly fungible. HDD limits your card collection size; RAM limits your concurrent thread count. A 10:1 HDD:RAM ratio on Dan’s Laptop (5,750:256) means RAM is almost always the binding constraint early on.

HDD Economics

HDD consumption by card type:

CategoryTypical HDD CostNotes
Basic income cards2-5Negligible per card, scales with copies
Shards1,275 eachMajor HDD sink — 3 shards = 3,825 HDD
Constructs272-7,650One-time investment, enables factories
Buy Orders50-255Temporary (consumed on resolution)
Defensive permanents50-3,400Airgapped Architecture is the most expensive
Malware10-170Injected, not chosen. Net Memory Leak is devastating

HDD bottleneck analysis: On Dan’s Laptop (5,750 HDD), you can hold roughly 4 shards before running out of space. This severely limits spell access. The jump to Polish Server (20,700 HDD) or Data Center Rack (63,250 HDD) is where the game opens up. At 63K HDD, you can comfortably hold 20+ shards, multiple constructs, and a full income card portfolio.

Shard economy dominates HDD planning. A single Level 3 Security spell like Buffer Overflow requires 3 Advanced Security Shards (3 × 1,275 = 3,825 HDD just for the arguments). Factor in the spell itself (1,955 HDD) and you’re looking at 5,780 HDD for one attack. Plan your shard reserves against your HDD budget.

RAM Allocation Strategy

RAM is consumed only by running threads and mounted permanents. Key RAM costs:

Thread TypeRAM CostDurationRAM-Hours per Cycle
Bid Stamps224h48
Flip Stamps224h48
Postage Accumulation136h36
Pattern Mining12848h6,144
Key Cracking76560h45,900
Memory Leak Exploit28924h6,936

Optimal RAM allocation follows a priority queue:

  1. Auto-run income threads (Bid Stamps, Flip Stamps, Postage Accumulation) — low RAM, high value
  2. Factory processes (Pattern Mining, Signal Generation) — moderate RAM, card generation
  3. Reserve for manual spells (Entropy Wipe, Network Scan, hack spells) — variable
  4. Key Cracking only when RAM budget allows (765 RAM is a major commitment)

Money Flow Analysis

Money sources by throughput:

SourceMoney/DayRequirementsReliability
Flip Stamps (single)1402 stamps/day inputSteady, auto-run
Flip Stamps (×10 batch)1,40020 stamps/day inputSteady, scalable
Corporate Gig350Comms tree accessSteady, auto-run
Decent Investment233 (amortized)200 money upfrontOne-time per card
Script Kiddie kill~24 (amortized)Combat capabilityEvery 21 days
Darknet Collective kill~1,290 (amortized)4 L3 spellsEvery 31 days

Flip Stamps batch merging is the money printing press. At ×20, you generate 2,800 money/day — enough to buy a Data Center Rack every 4.3 days. The constraint is stamp input (40 stamps/day consumed).

Stamp Economy and Leaderboard Pressure

Stamp accumulation creates a tension: more stamps = higher leaderboard position = more adversary attention. The adversary wake thresholds create natural “danger zones”:

StampsNew Threats Unlocked
1,000Script Kiddie
3,000Darknet Collective (!)
5,000Corporate Spy
8,000Hacktivist Collective
10,000Cyber Police
20,000PLEX-9
50,000The Agency
75,000Gideon
500,000The Overmind

The 3,000 stamp threshold is the most dangerous cliff — the Darknet Collective wakes with 36 HP, 2 attacks per 18h cycle, and a devastating spell pool. Players should either have Favor From Above ready or accept significant incoming damage at this point.

Stamps can also be spent on certain cards (Flip Stamps costs 2 stamps/cycle). This creates a paradox: spending stamps for money reduces your leaderboard position but also reduces adversary targeting. In competitive worlds, this can be a deliberate strategy to “fly under the radar.”