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:
| Category | Typical HDD Cost | Notes |
|---|---|---|
| Basic income cards | 2-5 | Negligible per card, scales with copies |
| Shards | 1,275 each | Major HDD sink — 3 shards = 3,825 HDD |
| Constructs | 272-7,650 | One-time investment, enables factories |
| Buy Orders | 50-255 | Temporary (consumed on resolution) |
| Defensive permanents | 50-3,400 | Airgapped Architecture is the most expensive |
| Malware | 10-170 | Injected, 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 Type | RAM Cost | Duration | RAM-Hours per Cycle |
|---|---|---|---|
| Bid Stamps | 2 | 24h | 48 |
| Flip Stamps | 2 | 24h | 48 |
| Postage Accumulation | 1 | 36h | 36 |
| Pattern Mining | 128 | 48h | 6,144 |
| Key Cracking | 765 | 60h | 45,900 |
| Memory Leak Exploit | 289 | 24h | 6,936 |
Optimal RAM allocation follows a priority queue:
- Auto-run income threads (Bid Stamps, Flip Stamps, Postage Accumulation) — low RAM, high value
- Factory processes (Pattern Mining, Signal Generation) — moderate RAM, card generation
- Reserve for manual spells (Entropy Wipe, Network Scan, hack spells) — variable
- Key Cracking only when RAM budget allows (765 RAM is a major commitment)
Money Flow Analysis
Money sources by throughput:
| Source | Money/Day | Requirements | Reliability |
|---|---|---|---|
| Flip Stamps (single) | 140 | 2 stamps/day input | Steady, auto-run |
| Flip Stamps (×10 batch) | 1,400 | 20 stamps/day input | Steady, scalable |
| Corporate Gig | 350 | Comms tree access | Steady, auto-run |
| Decent Investment | 233 (amortized) | 200 money upfront | One-time per card |
| Script Kiddie kill | ~24 (amortized) | Combat capability | Every 21 days |
| Darknet Collective kill | ~1,290 (amortized) | 4 L3 spells | Every 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”:
| Stamps | New Threats Unlocked |
|---|---|
| 1,000 | Script Kiddie |
| 3,000 | Darknet Collective (!) |
| 5,000 | Corporate Spy |
| 8,000 | Hacktivist Collective |
| 10,000 | Cyber Police |
| 20,000 | PLEX-9 |
| 50,000 | The Agency |
| 75,000 | Gideon |
| 500,000 | The 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.”