Network
Joe Wild's network
Joe Wild sells upgrades through his network: supplier contacts, favors, nightly services and store improvements. You pay with Wild's Favor first, then Credits.
- 51
- Upgrades
- Day 7
- Network opens
- x1.5
- Prices on Thin Margins
- x2
- Prices on Red Ink
Prices below are for Price Gouge and Mark Up. An upgrade can be bought once every upgrade it needs is owned.
Each Minor Shareholder raises that supplier's courier wholesale discount from 20% to 35%.
Business cards
200 Credits. Beer by phone.
250 Credits. Cheap illegal drugs by phone.
300 Credits. Legal medications by phone.
250 Credits. Mineral ores by phone.
1,450 Credits. Needs Red Imp Brewery. A case of beer on the counter every Thursday morning.
900 Credits. Needs GP Mining Coop. 6 ore on the counter every Friday morning.
1,440 Credits. Needs Lower Levels Chemist. 8 street grade Dream Dust on the counter every Saturday morning.
2,500 Credits. Needs Upper Level Pharmacist. 5 Oxymore injectors on the counter every Sunday morning.
Dr. Jackson
400 Credits. Dr. Jackson's budget and stock grow, and he always has modules.
650 Credits. Needs Jackson Investment I. Dr. Jackson's budget and stock grow again, with more modules.
1,250 Credits. Needs Jackson Investment II. Dr. Jackson opens on Mondays for you alone with a Special Stock.
Favors
100 Credits. Skip one rent: it is added to next week's. Kept until used. 15 days before it can be bought again; each purchase doubles the price. Owned at the start on Price Gouge and Mark Up.
250 Credits. An inspection that finds Critical contraband, or High contraband with a fine you cannot pay, ends in a warning instead of arrest. Used up when it saves you; each purchase +100 Credits.
Informants
300 Credits. Nightly service, 10 Credits: night messages 2 days before, the day before and on the eve of a routine inspection. Surprise inspections are not covered.
350 Credits. Nightly service, 25 Credits: each crime on your case file drops 15%, then 50 Credits more.
450 Credits. Needs Wild's Fixers. Fee 45 Credits a night: each crime drops 20%, then 150 Credits more.
550 Credits. Needs Wild's Fixers II. Fee 70 Credits a night: each crime drops 25%, then 400 Credits more.
500 Credits. Collected evidence back to 0. 14 days cooldown; each use +100 Credits.
Referrals
200 Credits. Nightly service, 10 Credits: one more buyer a day and one more Display Case customer.
200 Credits. Nightly service, 10 Credits: one more seller a day.
350 Credits. Nightly service, 45 Credits, every 3 nights: +2 Black Market reputation and a criminal buyer, a thief or a mercenary.
1,000 Credits. Chemist Starter Kit now; the Retired Chemist visits the next day, then weekly. Owned at the start as Chemist.
750 Credits. Rat Ranching Starter Kit now; the Retired Rat Rancher visits every Friday. Owned at the start as Rat Wrangler.
200 Credits. Winemaking Starter Kit now; the Retired Winemaker visits the next day, then weekly.
Store
200 Credits. Bigger display case and 1 more Display Case customer a day (none while the store is vandalized).
500 Credits. Needs Showcase Expansion I. Bigger display case and 1 more Display Case customer a day (none while the store is vandalized).
300 Credits. The dossier grows to 17 x 10.
300 Credits. The trash can grows to 17 x 10.
1,200 Credits. A vending machine in the store: goods sell during the night.
1,200 Credits. A vending fountain in the store: water sells during the night.
500 Credits. Base store attractiveness +150.
750 Credits. Needs Store Renovation I. Base store attractiveness +150.
1,000 Credits. Needs Store Renovation II. Base store attractiveness +150.
Services
300 Credits. The nightly Power Service is free. Not offered with the Makeshift Reactor perk.
350 Credits. Recharger and PowerBloc charge twice as fast. Not offered with the Makeshift Reactor perk.
250 Credits. Turns on the store PC: Marketplace Requests from buyers.
Customer budget by store attractiveness
- 300 or more
- +10%
- 450 or more
- +25%
- 600 or more
- +50%
- 750 or more
- +75%
- 900 or more
- +100%
Water Merchant
250 Credits. Needs Water Trading. The store tap gives unlimited Gutterflow; its purity changes daily. Owned at the start with Working Pipes.
350 Credits. Needs Gutterflow On Tap. The store tap gives unlimited Rustwater; its purity changes daily. Owned at the start with Working Pipes.
300 Credits. Water Trading Starter Kit now; the Retired Water Merchant visits every Wednesday. Owned at the start as Water Merchant.
Hydroponic Farmer
350 Credits. Hydroponic Starter Kit now; the Retired Farmer visits the next day, then weekly. Owned at the start as Hydroponic Farmer.
1,250 Credits. Needs Retired Farmer. A DNA Manipulator, a Gene Scanner and 4 DNA Data Disks now. Dr. Jackson stocks DNA equipment.
Gunsmith
650 Credits. Gunsmith Starter Kit now; the Retired Gunsmith visits the next day, then weekly. Owned at the start as Gunsmith.
300 Credits. Class I Weapon Permit, delivered at 20 Security reputation: trade low level contraband firearms legally. Revoked below 0.
600 Credits. Needs Weapon Permit I. Class II Weapon Permit, delivered at 50 Security reputation: mid level firearms. Revoked below 30.
900 Credits. Needs Weapon Permit II. Class III Weapon Permit, delivered at 80 Security reputation: high level firearms. Revoked below 60.
Aquaculture
400 Credits. Needs Water Trading. Aquaculture Starter Kit now; the Retired Aquafarmer visits weekly with fish gear and fertilized roe. Owned at the start as Aquafarmer.
1,200 Credits. Needs Aquaculture. Two young eels, a male and a female, now. The Retired Aquafarmer brings bigger fish.
These upgrades show up only once you own the store, bought outright or with the mortgage paid off.
Endorsements
2,500 Credits. +25% budget for every customer.
5,000 Credits. Needs Wild's Endorsement I. Another +25% customer budget (+50% in all).
10,000 Credits. Needs Wild's Endorsement II. Another +25% customer budget (+75% in all).
Upgrade prices
By difficulty
- Price Gouge (Cozy Mode)
- x1
- Mark Up (Normal Mode)
- x1
- Thin Margins (Hard Mode)
- x1.5
- Red Ink (Challenge Mode)
- x2
Price changes
- Pillar of the Lower Levels
- x0.85
- Wild's Favorite (perk)
- x0.9
- On Wild's Bad Side (perk)
- x1.1
Wild's Favor
Wild's Favor is spent before Credits on network upgrades. An upgrade can be bought when Credits and Favor together cover the price.
| Favor source | Price Gouge | Mark Up | Thin Margins | Red Ink |
|---|---|---|---|---|
| When Joe Wild introduces the network | 300 | 200 | 100 | 0 |
| Each traded item, share of its value | 10% | 5% | 0% | 0% |
| Nightly fees paid back as Favor | 75% | 50% | 25% | 15% |
| Joe Wild's bailout visit (once) | 250 | 250 | None | None |
Fees paid back as Favor: Insurance, Buyer Referral, Seller Referral, Wild's Fixers and Criminal Networking. The bailout comes once a run when your wealth keeps falling, not on Rock Bottom.
Related pages
Runs the network
What the Jackson Investments add
Rent Grace and nightly services
Clemency, Fixers and Evidence Removal
Starts that own upgrades
Pillar of the Lower Levels
Requests for items, what they pay and when they come
Who each item type and special item brings
What happens when a service is skipped










































