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# Kingpin Mode — Game Design Document

Sep 21st, 2026
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  1. # Kingpin Mode — Game Design Document
  2.  
  3. **Platform:** FiveM (GTA V multiplayer)
  4. **Genre:** Persistent faction PvP / crime RP-lite
  5. **Status:** Design draft v2 (restructured)
  6.  
  7. ---
  8.  
  9. ## 1. Vision
  10.  
  11. Kingpin Mode is a faction-versus-faction game mode where every player is either building a criminal empire or trying to tear one down. Criminals climb toward becoming the **Kingpin**; Authorities climb toward becoming the **Mayor**. The two ladders are opposed: every criminal success weakens the city, every Authority success weakens the underworld, and both leaders can be toppled.
  12.  
  13. The mode ships as a modular resource pack so server owners can enable only the systems they want.
  14.  
  15. ### Design pillars
  16.  
  17. 1. **Symmetric agency.** Both factions have things to do at all times, not just when the other side acts. If a mechanic exists for Criminals, there is an equivalent stake for Authorities.
  18. 2. **Power is temporary.** Kingpin and Mayor are positions, not trophies. They are won, defended, and lost through gameplay.
  19. 3. **Money must leave the economy.** Every income source has a matching sink so currency keeps meaning something.
  20. 4. **Fun at 8 players.** All core loops must work on a quiet weeknight. Large-population features are layered on top, never required.
  21. 5. **Modular, not fragmented.** Core modules deliver a complete game. Optional modules extend it; none are prerequisites for fun.
  22.  
  23. ---
  24.  
  25. ## 2. Core Loop
  26.  
  27. ```
  28. Take a job or mission
  29. → earn money / reputation / faction influence
  30. → spend on upgrades, businesses, territory, or faction resources
  31. → climb the rank ladder
  32. → contest leadership (Kingpin / Mayor)
  33. → hold power under pressure until deposed or the season ends
  34. ```
  35.  
  36. The two factions run this loop in parallel, and each faction's actions create the *content* for the other: a criminal drug lab is an Authority raid target; an Authority patrol route is a criminal ambush opportunity.
  37.  
  38. ---
  39.  
  40. ## 3. Sessions and Seasons
  41.  
  42. Kingpin Mode is **persistent within a season**. A season is a configurable window (default: 30 days). At season end:
  43.  
  44. - Kingpin and Mayor are recorded in a hall of fame.
  45. - Territories, businesses, and faction treasuries reset.
  46. - Player *rank* persists at a reduced level (default: drop two tiers) so veterans keep an edge without locking out newcomers.
  47. - Cosmetic and title unlocks persist permanently.
  48.  
  49. **Why:** persistent faction servers die when an entrenched hierarchy leaves new players with no path up. Seasons keep the ladder climbable and give leadership a natural expiry even if nobody deposes them.
  50.  
  51. Server owners can disable seasons entirely for a pure-persistence experience.
  52.  
  53. ---
  54.  
  55. ## 4. Factions
  56.  
  57. ### 4.1 Criminals
  58.  
  59. **Fantasy:** rise from street hustler to the untouchable head of the underworld.
  60.  
  61. **Always-available activities (solo or small group):**
  62. - Street jobs: pickpocketing, car theft, drug corner sales, smuggling runs.
  63. - Business management: run and defend drug labs, chop shops, smuggling fronts, underground casinos.
  64. - Territory pressure: tag rival turf, collect protection from businesses in owned districts.
  65.  
  66. **Group activities:**
  67. - Multi-stage heists (see §6).
  68. - Gang wars over territory (see §9).
  69.  
  70. **Faction resources:** Criminal factions maintain a shared **war chest** funded by a cut of member earnings (rate set by the Kingpin). It pays for heist equipment, bribes, and territory defense.
  71.  
  72. ### 4.2 Authorities
  73.  
  74. **Fantasy:** rise from patrol officer to the Mayor who runs the city.
  75.  
  76. **Always-available activities (solo or small group):**
  77. The Authority side must have a proactive loop that does not depend on criminals doing something first.
  78.  
  79. - **Patrol & dispatch:** owned districts generate procedural incidents (disturbances, traffic stops, NPC crime) that reward response time and reduce district *heat*.
  80. - **Investigation chains:** evidence left by criminal activity (heists, business operations, territory tags) spawns leads. Following a chain — interview, forensics, surveillance — produces a **warrant**, which unlocks a raid (see §6).
  81. - **Municipal management:** Authorities collectively hold the **city budget**, funded by taxes on legal income and seized criminal assets. The Mayor sets tax rate and allocates budget to equipment tiers, patrol coverage, and district infrastructure.
  82.  
  83. **Group activities:**
  84. - Multi-stage raids against warranted criminal targets.
  85. - Heist interdiction: responding to a live heist alert.
  86. - District lockdowns to reclaim contested territory.
  87.  
  88. **Faction resources:** the **city budget** (see above). Authority "businesses" from v1 are replaced by municipal control — the interesting verb is *governing*, not running a construction firm.
  89.  
  90. ### 4.3 Faction parity table
  91.  
  92. | Criminal | Authority |
  93. |---|---|
  94. | War chest | City budget |
  95. | Heist | Raid |
  96. | Businesses (illegal) | Districts (municipal) |
  97. | Gang war | Lockdown |
  98. | Kingpin | Mayor |
  99. | Reputation | Commendations |
  100. | Mole (Authority agent in gang) | Dirty Cop (Criminal agent in police) |
  101. | Loyalty test | Internal Affairs |
  102.  
  103. ---
  104.  
  105. ## 5. Leadership: Kingpin and Mayor
  106.  
  107. Leadership is the endgame and the most important system to get right. Both positions must be **earned, exercised, and losable**.
  108.  
  109. ### 5.1 Becoming Kingpin
  110.  
  111. - Reach the top criminal rank.
  112. - Hold a minimum share of territory (default: 30%) or war chest contribution.
  113. - **Challenge** the sitting Kingpin: a declared gang war with a time limit. The challenger wins by seizing the Kingpin's home territory or by the Kingpin's faction failing a defense objective.
  114. - If no Kingpin exists, the first eligible player to hold the territory threshold for 48 hours claims the title.
  115.  
  116. ### 5.2 Becoming Mayor
  117.  
  118. - Reach the top Authority rank.
  119. - **Election:** every 7 in-season days (configurable), eligible top-rank players may run. All Authority players vote. Votes are weighted by commendations earned that week, so active players matter more than alt accounts.
  120. - Between elections, the sitting Mayor can be **recalled** if the city's overall heat exceeds a threshold for 24 hours — the criminals are winning, and the faction needs new leadership.
  121.  
  122. ### 5.3 Powers
  123.  
  124. | Kingpin | Mayor |
  125. |---|---|
  126. | Set war chest cut rate | Set tax rate |
  127. | Approve/deny heist plans | Approve/deny raid warrants |
  128. | Assign territory to lieutenants | Assign districts to precinct captains |
  129. | Spend war chest on faction upgrades | Spend budget on faction upgrades |
  130. | Declare gang war | Declare lockdown |
  131. | Place bounties | Place most-wanted flags |
  132.  
  133. Leaders **cannot** demote other players or block their progression. Rank is XP-based (see §7); leadership grants authority over *faction resources*, not over other players' accounts. This prevents the position from becoming a griefing tool.
  134.  
  135. ### 5.4 Losing leadership
  136.  
  137. - Kingpin: lose a challenge, be arrested (see §10), or go inactive for 72 hours.
  138. - Mayor: lose an election, be recalled, or go inactive for 72 hours.
  139. - Both: season end.
  140.  
  141. ---
  142.  
  143. ## 5A. Infiltrators
  144.  
  145. Each faction can plant agents inside the other. A **Dirty Cop** is a Criminal-aligned player operating inside the Authority faction; a **Mole** (or "good guy criminal") is an Authority-aligned player operating inside a criminal gang. Infiltrators are the mode's hidden-role layer and the main reason planning stages (§6) are not perfectly secret.
  146.  
  147. ### Becoming an infiltrator
  148.  
  149. - Unlocked at Tier 3. The player's *true* faction remains their original one; they are given a cover identity in the other faction, starting at Tier 1 there.
  150. - Slots are limited: default one infiltrator per 6 online members of the **host** faction, so a small faction can't be hollowed out.
  151. - The Kingpin/Mayor (or a delegated Tier 5) approves each infiltrator. Leadership knows who their own agents are; nobody else does.
  152. - An infiltrator earns XP in **both** ladders while under cover, but their cover rank caps at Tier 4 — infiltrators can never become Kingpin or Mayor of the faction they are infiltrating.
  153.  
  154. ### What infiltrators can do
  155.  
  156. | Dirty Cop (in Authority) | Mole (in gang) |
  157. |---|---|
  158. | Leak warrant targets and raid timing to the gang before breach | Leak heist targets and timing to Authorities before execution |
  159. | Delay dispatch response; "lose" evidence to break an investigation chain | Sabotage prep (faulty getaway car, wrong drill) so the heist fails |
  160. | Sell seized contraband back out of the evidence locker | Feed the investigation chain directly, skipping steps toward a warrant |
  161. | Tip off a business owner that heat is rising | Wear a wire during planning so the raid team gets a full roster |
  162.  
  163. Every infiltrator action has a **cover risk**. Each action rolls against the player's cover integrity; failed rolls generate suspicion visible to the host faction's counter-intelligence tools.
  164.  
  165. ### Detection and exposure
  166.  
  167. - **Internal Affairs (Authority)** and **Loyalty Tests (Criminal)** are Tier 4+ activities that investigate suspicion. They cost faction resources (budget or war chest) and take time, so accusing everyone is expensive.
  168. - A **loyalty test** is a small mission the suspect must complete alone; a Mole faces a real choice about whether to do something that hurts their true faction.
  169. - Exposure is a **faction decision**, not automatic: the investigator presents evidence and the leader confirms. Wrongful exposure of a loyal member costs the accuser commendations/reputation and refunds the accused.
  170.  
  171. ### Consequences when exposed
  172.  
  173. - Cover identity is burned: the player is ejected from the host faction and flagged for a cooldown (default 7 in-season days) before they can infiltrate again.
  174. - An exposed Dirty Cop is treated as a criminal by Authorities: immediate warrant, seizure of any Authority equipment. An exposed Mole has a bounty placed automatically by the gang.
  175. - The host faction gains a **counter-intel** bonus: the infiltrator's true faction has its next mission planning stage exposed.
  176.  
  177. ### Why this works with the rest of the design
  178.  
  179. - It gives Tier 3–4 players — the mid-game dead zone in most faction modes — a distinct, high-tension role.
  180. - It turns §6's "sloppy prep leaves evidence" into a social system: was the leak an accident or a person?
  181. - It creates a legitimate reason for leaders to *not* approve every heist or raid, which makes the leadership powers in §5.3 meaningful.
  182.  
  183. ### Guardrails
  184.  
  185. - Infiltrators cannot directly steal from personal accounts or the war chest/budget — only leak, sabotage, and misdirect. This keeps the role about information, not grief.
  186. - Server owners can disable the system entirely or cap slots to zero for a faction.
  187.  
  188. ---
  189.  
  190. ## 6. Multi-Stage Missions
  191.  
  192. Heists and raids are the flagship group content and the primary point of contact between factions. They are designed as mirrors.
  193.  
  194. ### 6.1 Heists (Criminal)
  195.  
  196. | Stage | Description | Authority visibility |
  197. |---|---|---|
  198. | **Plan** | Leader selects target (bank, armored truck, jewelry store, rival business). Kingpin approves. Team of 2–6 assembles. | None |
  199. | **Prep** | Acquire equipment (drills, getaway vehicle, disguises) via jobs or war chest. Each prep step leaves optional **evidence** if done sloppily. | Evidence may spawn investigation leads |
  200. | **Execute** | Timed on-site objectives. Alarm triggers on failure conditions. | Alarm broadcasts a live heist alert with location |
  201. | **Escape** | Reach a safehouse within a time limit while evading pursuit. Loot is banked only on arrival. | Full pursuit; roadblocks and spike strips available |
  202.  
  203. Payout scales with target difficulty and is split by the leader. Failure costs prep equipment and may result in arrest.
  204.  
  205. ### 6.2 Raids (Authority)
  206.  
  207. | Stage | Description | Criminal visibility |
  208. |---|---|---|
  209. | **Investigate** | Follow evidence chain to identify a target business or hideout. Produces a warrant request. | Criminal owner sees rising "heat" on the business |
  210. | **Warrant** | Mayor (or delegated captain) approves. Team of 2–6 assembles. | None |
  211. | **Breach** | Timed entry. Criminals present are alerted on breach and can fight or flee. | Live raid alert to business owner and faction |
  212. | **Secure** | Arrest suspects, seize contraband and cash. Seized assets go to city budget. | — |
  213.  
  214. Success shuts the business down for a cooldown and removes its territory income. Failure (all officers down or timer expiry) refunds nothing and lowers district morale.
  215.  
  216. ### 6.3 Interaction rules
  217.  
  218. - A heist in progress can be interdicted by any Authority player who responds to the alert. Interdiction success counts as a raid-tier reward.
  219. - A raid in progress can be defended by any Criminal in the faction. Repelling it grants a heist-tier reward.
  220. - Neither faction can *see* the other's planning stages, but sloppy prep generates evidence. This makes stealth a real choice rather than a flavor text.
  221.  
  222. ---
  223.  
  224. ## 7. Progression and Ranks
  225.  
  226. Rank is earned through **XP**, awarded for completing jobs, missions, and faction objectives. XP is never awarded or removed by other players.
  227.  
  228. Default ladders (fully customizable via the Faction Hierarchy Module):
  229.  
  230. | Tier | Criminal | Authority |
  231. |---|---|---|
  232. | 1 | Runner | Cadet |
  233. | 2 | Hustler | Officer |
  234. | 3 | Enforcer | Detective |
  235. | 4 | Lieutenant | Sergeant |
  236. | 5 | Underboss | Captain |
  237. | 6 | **Kingpin** (contested) | **Mayor** (elected) |
  238.  
  239. Each tier unlocks job types, equipment tiers, and mission roles. Tier 5 is the leadership-eligible tier.
  240.  
  241. ---
  242.  
  243. ## 8. Economy
  244.  
  245. ### 8.1 Income sources
  246.  
  247. | Source | Criminal | Authority |
  248. |---|---|---|
  249. | Jobs | Street crime payouts | Patrol/incident rewards |
  250. | Missions | Heist loot | Raid seizures (to budget) + commendation bonus |
  251. | Passive | Business output, territory protection | District tax revenue (to budget) + salary |
  252. | Faction | War chest disbursements | Budget salary tiers set by Mayor |
  253.  
  254. ### 8.2 Sinks (mandatory for balance)
  255.  
  256. | Sink | Criminal | Authority |
  257. |---|---|---|
  258. | Upkeep | Business supply costs; territory defense | Equipment maintenance; patrol fuel |
  259. | Loss | Equipment lost on arrest; contraband seized | Equipment lost on death |
  260. | Consequence | Bail, bribes | Fines for misconduct (wrongful arrest, civilian damage) |
  261. | Faction tax | War chest cut | Income tax (rate set by Mayor) |
  262. | Upgrades | Weapons, vehicles, business tiers | Weapons, vehicles, district infrastructure |
  263.  
  264. Design target: a mid-tier player should burn roughly 60–70% of gross income on sinks. Tune upward if hoarding appears.
  265.  
  266. ### 8.3 Player trading
  267.  
  268. Contraband, equipment, and vehicles are tradeable items with durability. The Black Market (optional module) is the criminal exchange; Authorities trade through an evidence-locker auction of seized goods.
  269.  
  270. ---
  271.  
  272. ## 9. Territory
  273.  
  274. The map is divided into districts. Every district is always controlled by *someone*: a criminal gang, the Authorities, or contested.
  275.  
  276. | Controller | Effect |
  277. |---|---|
  278. | Criminal gang | Businesses in district produce bonus output; gang collects protection; heat rises over time |
  279. | Authority | District generates tax revenue and patrol incidents; criminal businesses inside suffer output penalty |
  280. | Contested | Neither bonus; frequent incidents; open PvP zone |
  281.  
  282. ### Changing control
  283.  
  284. - **Gang war (Criminal vs Criminal):** declared by a gang leader; capture-point contest over a timed window.
  285. - **Lockdown (Authority vs Criminal):** declared by Mayor or captain; Authorities must complete a raid on the district's anchor business and hold checkpoints for a timed window.
  286. - **Takeover (Criminal vs Authority):** a gang must run a successful heist inside the district and then hold it against response.
  287.  
  288. Both factions therefore have something to defend and something to take in every district.
  289.  
  290. ---
  291.  
  292. ## 10. Consequences: Arrest and Death
  293.  
  294. ### Arrest (Criminal)
  295.  
  296. - Player is transported to jail. Sentence scales with rank and current charges (default 5–20 real minutes).
  297. - Carried equipment and contraband are seized to the city budget.
  298. - Bail can be paid from personal funds or war chest at a premium, halving the sentence.
  299. - **Arresting the Kingpin removes the title.** This is the Authority faction's primary path to disrupting criminal leadership.
  300.  
  301. ### Death
  302.  
  303. - Both factions: lose carried equipment, respawn at faction base after a short timer.
  304. - Authorities additionally incur a budget fine (equipment replacement).
  305.  
  306. ### Misconduct (Authority)
  307.  
  308. - Arresting a player with no active charges, or excessive civilian damage, incurs a fine and reduces commendations. Repeated misconduct can trigger an internal-affairs suspension (temporary rank lock).
  309.  
  310. ---
  311.  
  312. ## 11. Module Architecture
  313.  
  314. ### 11.1 Core modules (ship together; the mode is complete with these)
  315.  
  316. | Module | Responsibility |
  317. |---|---|
  318. | **Player Progression** | XP, ranks, tier unlocks, season persistence |
  319. | **Faction Hierarchy** | Configurable rank names/tiers; leadership eligibility rules |
  320. | **Criminal Jobs** | Street-level jobs (theft, dealing, smuggling) |
  321. | **Authority Jobs** | Patrol, dispatch incidents, basic investigation |
  322. | **Mission Control** | Stage state machine shared by heists and raids; alerts; evidence |
  323. | **Economy** | Currency, sinks, trading, war chest, city budget |
  324. | **Territory** | District ownership, control changes, effects |
  325. | **Leadership** | Kingpin challenge, Mayor election, powers, recall |
  326. | **Consequences** | Arrest, jail, bail, death, misconduct |
  327.  
  328. ### 11.2 Optional modules
  329.  
  330. | Module | Adds | Depends on |
  331. |---|---|---|
  332. | Infiltration | Dirty Cop / Mole roles, cover integrity, Internal Affairs, loyalty tests | Leadership, Mission Control |
  333. | Heist Missions | Full heist target catalogue and prep chains | Mission Control |
  334. | Raid Missions | Full investigation chains and raid targets | Mission Control |
  335. | Business Management | Ownable, upgradeable criminal businesses | Economy, Territory |
  336. | Advanced Criminal Jobs | Arms dealer, hacker, hitman | Criminal Jobs |
  337. | Advanced Authority Jobs | Undercover, forensics, government agent | Authority Jobs |
  338. | Black Market | Criminal item exchange | Economy |
  339. | Casino & Gambling | Casinos as businesses and raid targets | Business Management |
  340. | Gang War Expansion | Alliances, multi-gang wars, mercenary contracts | Territory |
  341. | Reputation | Simple per-player rep score affecting NPC prices and mission access | Player Progression |
  342.  
  343. The v1 "Psychological Profile Module" is reduced to **Reputation**: one number, no branching morality system. A full behavioral/morality system is out of scope.
  344.  
  345. ### 11.3 Module loading
  346.  
  347. Each module declares its name, version, and dependencies in a manifest. On server start, the core loader:
  348.  
  349. 1. Reads all manifests in the resource folder.
  350. 2. Resolves dependency order; refuses to start with a missing dependency and logs which one.
  351. 3. Registers each module's event handlers and config.
  352.  
  353. This replaces v1's "scanning" language with a conventional dependency loader. Feature availability is a consequence of what is installed, not a runtime detection heuristic.
  354.  
  355. ---
  356.  
  357. ## 12. Technical Approach
  358.  
  359. - **Runtime:** FiveM / CitizenFX. Language choice is a real tradeoff:
  360. - **C# (mono runtime):** strong typing and tooling, matches the OOP design intent. Cuts off direct compatibility with the Lua framework ecosystem (ESX, QBCore, ox_*), meaning inventory, banking, and UI must be built in-house or bridged.
  361. - **Lua:** ecosystem compatibility and community familiarity; weaker tooling.
  362. - **Recommendation:** C# for core game logic where the OOP structure matters; expose Lua-facing exports for framework bridges so servers running QBCore/ESX can integrate. Decide before Phase 1 begins.
  363. - **Persistence:** MySQL/MariaDB (the FiveM norm) via oxmysql or an equivalent. All faction state, territory, businesses, and season data server-authoritative.
  364. - **Client trust:** all economy, mission stage transitions, and arrest logic resolve server-side. Clients report intent; the server validates.
  365. - **Anti-cheat:** out of scope for this resource. Server owners use FiveM's built-in protections and third-party anti-cheat. The design does not claim to solve this.
  366. - **Configuration:** a single `config` file per module (`.lua` or `.json`) exposes every tunable referenced in this document (season length, thresholds, timers, rates). This is the v1 customization surface.
  367.  
  368. ---
  369.  
  370. ## 13. Scope and Roadmap
  371.  
  372. ### Phase 1 — Core (playable at 8 players)
  373.  
  374. - Player Progression, Faction Hierarchy, Economy, Consequences
  375. - Criminal Jobs and Authority Jobs (street-level and patrol only)
  376. - Territory with Authority/Criminal/Contested states
  377. - Leadership with basic challenge and election
  378. - Mission Control with **one** heist target and **one** raid target to prove the interaction
  379.  
  380. **Exit criteria:** a 4v4 session has something for everyone to do for two hours, and the leadership positions change hands at least once in a test season.
  381.  
  382. ### Phase 2 — Depth
  383.  
  384. - Heist Missions and Raid Missions catalogues
  385. - Business Management
  386. - Gang wars and lockdowns as full timed contests
  387. - Seasons with persistence rules
  388. - Infiltration (needs the full heist/raid catalogues to have something worth leaking)
  389.  
  390. ### Phase 3 — Breadth
  391.  
  392. - Advanced job modules, Black Market, Casino, Gang War Expansion, Reputation
  393.  
  394. ### Deferred / re-evaluate after Phase 2
  395.  
  396. - **Web-based drag-and-drop configurator** that packages modules into a ZIP/7z. This is a separate product with its own maintenance burden and mostly duplicates what config files provide. Build only if there is demonstrated demand from server owners.
  397. - **Official vs. non-official server verification.** Requires a hosted backend, license keys, and server-authoritative validation on infrastructure the project controls; file-size checks are not a meaningful tamper defense. Defer until there is a shared cross-server feature (global leaderboards, cross-server seasons) that actually needs it.
  398.  
  399. ---
  400.  
  401. ## 14. Open Questions
  402.  
  403. 1. **Faction imbalance at runtime.** What happens when 10 criminals and 2 authorities are online? Candidates: NPC backfill for patrols, faction-switch incentives, a bonus multiplier for the minority faction. Needs prototyping.
  404. 2. **Alt accounts and vote manipulation.** Commendation-weighted voting mitigates but does not solve. Consider requiring minimum in-season playtime to vote.
  405. 3. **Off-hours raids.** Can Authorities raid a business whose owner is offline? Proposal: yes, but with reduced seizure and a mandatory notification; otherwise businesses are only vulnerable when it is inconvenient for the owner. Needs balance testing.
  406. 4. **Kingpin inactivity vs. time zones.** 72-hour inactivity should account for a configurable grace period and a designated deputy.
  407. 5. **Framework bridging cost.** How much of Phase 1 is spent building inventory/banking that QBCore already has? This may decide the language question.
  408. 6. **Infiltrator collusion.** Two friends in opposite factions could coordinate an infiltrator "exposure" to farm the counter-intel bonus. Cooldowns and the accuser penalty mitigate; monitor in testing.
  409. 7. **Infiltrator voice/chat.** Cover only works if the host faction can't see the infiltrator's true-faction comms. Faction chat channels must be keyed to *cover* faction, with a separate private channel to the true faction's leader.
  410.  
  411. ---
  412.  
  413. ## Appendix A — Changes from v1
  414.  
  415. | v1 | v2 | Reason |
  416. |---|---|---|
  417. | Authorities run legitimate businesses | Authorities govern districts via city budget | Gave the faction a real verb |
  418. | No leadership loss mechanic | Challenge, election, recall, arrest, inactivity, season end | Power must be contestable |
  419. | No session/reset model | Seasons with partial rank persistence | Prevents entrenchment |
  420. | Income sources only | Explicit sink table with 60–70% burn target | Inflation control |
  421. | Territory contested only between gangs | Every district always held by someone; three control-change modes | Both sides have stakes everywhere |
  422. | Psychological Profile Module | Reputation score | Scope |
  423. | "Anti-cheat and module scanning" | Dependency loader; anti-cheat declared out of scope | Honesty about what the system does |
  424. | Webpage configurator and official-server backend as core features | Deferred to post-Phase 2 | Two side-products before the game is proven |
  425. | C# presented as a feature | C# presented as a tradeoff with a recommendation | Ecosystem compatibility is a real cost |
  426. | — | Infiltrators (Dirty Cop / Mole) with cover risk, Internal Affairs, loyalty tests | Hidden-role layer for the mid-game; makes planning secrecy a social system |
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