The balance flags are the developer-set base values the game reads for stamina, health, raids, client generation, employee wages, bills and more. This page lists every flag in the game's balance table with its stored value. Player-facing multipliers (see Cartel Settings & Difficulty Presets) are applied on top of these base values.
Reading this page. The flag names and developer notes in the game files are written in Polish; the "What it does" column is a literal translation. Where the developer left no note the entry says so. Units follow the notes (seconds, grams, bolivars, game units); where the tables do not say, no unit is given. A "test-mode" value exists for some flags and is presumably only used by developer test builds.
Contents: Stamina, weight & clothing ยท Health & combat ยท Wanted level, raids & law enforcement ยท Clients, demand & sales ยท Employees & crew ยท Reputation & street cred events ยท Hideout costs, bills & debt ยท Progression (XP & perks) ยท Time, travel & world ยท Multiplayer, demo & developer flags ยท Notes on unused or dev-only flags
Stamina, weight & clothing
The player Blueprint's default stamina level is 100, but the time base of the stamina flags is not stored in the tables, so do not convert them into "seconds of sprinting". The developer note on the regeneration flag is a copy of the usage note, so its meaning is inferred from the flag name.
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
STAMINA-USAGE-PLAYER | 2.8 | 0.5 | Base stamina use per second. |
STAMINA-REGEN-PLAYER | 25 | 0.5 | Base stamina regeneration. (The developer note in the data is a copy of the usage note.) |
WEIGHT-OVER-MIN | 21,000 | โ | Lower inventory-weight threshold (grams) at which weight starts to affect movement. |
WEIGHT-OVER-MAX | 65,000 | โ | Upper inventory-weight threshold (grams) at which the effect on movement is at its maximum. |
WEIGHT-MAX-STAMINA-MULTI | 1.6 | โ | Maximum stamina-use multiplier at maximum overload (scales from x1 at the lower threshold up to this value at the upper threshold). |
CLOTH-SPEED-MIN-MULTI | 0.7 | โ | Lowest movement-speed multiplier the clothing build can cause. |
CLOTH-SPEED-MAX-MULTI | 1 | โ | Highest movement-speed multiplier from the clothing build (developer note: must never be set above 1). |
CLOTH-STAMINA-PERC-AFFECT | 0.15 | โ | Maximum swing in stamina use from the clothing build (0.15 = from -15% to +15%). |
STAMINA-USE-PARKOUR | 15 | โ | Fixed stamina spent per parkour manoeuvre; takes the clothing build into account. |
STAMINA-USE-BREACH | 1 | โ | Fixed stamina spent per door breach; takes the clothing multiplier into account. |
CLOTH-DAMAGE-SHOES-DROP-MIN | 0.3 | โ | Minimum damage to shoes from a fall from a small height. |
CLOTH-DAMAGE-SHOES-DROP-MAX | 1.7 | โ | Maximum damage to shoes from a fall from a great height at maximum load. |
CLOTH-DAMAGE-PARKOUR | 2.5 | โ | Clothing damage from parkour (no description in data). |
CLOTH-DAMAGE-BREACH | 1.8 | โ | Clothing damage from breaking down doors (no description in data). |
CLOTH-DAMAGE-WATER | 3 | โ | Damage to shoes from running into water (no description in data). |
STAMINA-LOW-MAX-NERF-PERC | 0.6 | โ | Maximum movement-speed penalty from low stamina. Below 35% of the stamina bar the penalty grows from 0 up to this fraction as stamina reaches zero. |
STAMINA-USAGE-WATER | 2.8 | โ | Stamina use while swimming. |
Health & combat
The river-snake bite timer here is 240 seconds, but the Snake bite status in the status table has a total timeout of 300 seconds. Both values are in the current files; which one wins in play is unconfirmed.
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
SNAKE-BITE-TIMEOUT | 240 | โ | Duration of the negative effects of a river-snake bite (seconds). |
DEFAULT-PLAYER-HEALTH-POOL | 100 | โ | Player health pool. |
PLAYER-HEATH-REGEN-PS | 0.3 | โ | Health regeneration per second. |
PLAYER-HEALTH-LEVEL-CRITICAL | 10 | โ | Minimum HP at which health regenerates automatically. Below it the effect is reversed and health gets worse. |
PLAYER-HEALTH-CRITICAL-DROP-RATE | 0.13 | โ | Rate at which HP falls once below the critical level. |
OPONENT-SPAWN-MIN-LVL | 4 | โ | Cartel level from which enemies start to spawn. |
PLAYER-UNCONCIOUS-TIME | 30 | โ | Time (seconds) after which a beaten player loses consciousness. |
MELEE-BLEED-TIMEOUT | 30 | โ | Duration of bleeding (seconds). |
MELEE-BLEED-DAMAGEPS | 0.8 | โ | HP lost per second while bleeding. |
OPONENT-HEALTH-REGEN-PS | 0.08 | โ | Opponent health regeneration per second. |
MED-HEALTH-REGEN-PS | 2.5 | โ | Health regeneration per second when using medical items. |
TEAR-GAS-DAMAGE | 3 | โ | Base HP damage from tear gas. |
ANIMAL-BUFF-RANGE | 800 | โ | Range of the pet stat boost. |
MUSCLE-HP-RES-AUTO-MAX | 25 | โ | Maximum HP up to which a bodyguard regenerates automatically. |
MUSCLE-HP-RES-AUTO-PS | 0.35 | โ | HP a bodyguard regenerates automatically per second. |
Wanted level, raids & law enforcement
The stress and well-being flags are read by the player character Blueprint's stress tick. See Stamina, Health & Rest for what editors have observed, and Wanted Level, Militia Raids & Arrests for the raid points.
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
STRESS-BASE-DROP-PS | 2.5 | โ | Base rate at which stress falls (flag name only; the data has no developer note). Used by the player Blueprint's stress tick. |
WELL-BEING-POINTS-TOTAL | 1,000 | โ | Base total number of well-being points (flag name only; no developer note). Read by the player Blueprint's stress tick. |
SLEEP-WELL-BEING-BONUS | 50 | โ | Well-being bonus for sleeping (flag name only; no developer note). Editors report that sleeping uses it to take a chunk off the wanted cool-down; the exact conversion is unconfirmed. |
STRESS-REGEN-HIDEOUT | 2 | โ | Stress-regeneration bonus while in a hideout (flag name only; no developer note). |
RAID-COUNTER-POOL | 500 | โ | Size of the raid-point pool; each time it fills a raid can fire (the raid chance setting also applies). |
RAID-LEVEL-UNLOCK | 6 | โ | Cartel level from which raids unlock. |
RAID-PT-SALE-DEALER | 0.4 | โ | Raid points per sale by a dealer (no description in data). |
RAID-PT-SALE-REGULAR | 0.75 | โ | Raid points per sale to a regular client (no description in data). |
RAID-PT-SALE-RANDOM | 1.45 | โ | Raid points per sale to a random client (no description in data). |
RAID-PT-BREAKIN | 8 | โ | Raid points per break-in (no description in data). |
RAID-PT-THEFT | 0.23 | โ | Raid points for every B1,000 of stolen goods. |
RAID-PT-INFL-PACKAGE | 10 | โ | Raid points per influencer package (no description in data). |
RAID-PT-CHASE | 25 | โ | Raid points for fleeing from the police. |
RAID-PT-KILL-THUG | 32 | โ | Raid points for killing a thug. |
RAID-PT-KILL-POLICE | 60 | โ | Raid points for killing a police officer. |
RAID-PT-ATTACK-POLICE | 35 | โ | Raid points for attacking police (the developer note repeats the "fleeing" text). |
RAID-PT-KILL-MIL | 80 | โ | Raid points for killing a militia officer. |
RAID-PT-BOMB | 100 | โ | Raid points for blowing up a car. |
RAID-PT-ASSASINATION | 65 | โ | Raid points for a beating carried out on contract. |
PRISON-BREAK-TIMEOUT | 1,800 | โ | Time (seconds) allowed to return to prison. |
RAID-TIMEOUT-PERSON | 900 | โ | Timer for the lowest wanted status (person of interest), seconds. No description in data; matches the observed ~15 minutes. |
RAID-TIMEOUT-SUSPECT | 1,500 | โ | Timer for the middle wanted status (suspect), seconds. No description in data. |
RAID-TIMEOUT-WANTED | 1,800 | โ | Timer for the highest wanted status (wanted), seconds. No description in data; matches the observed 30 minutes. |
RAID-PT-KILL-CIVIL | 45 | โ | Raid points for killing a civilian. |
Clients, demand & sales
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
SHOW-CLIENT-SPAWNS | 1 | โ | Show empty client spawns on the map (flag name only; no developer note). It ships set to 1. |
TEMP-CLIENT-AVERAGE-ORDER-DELAY | 700 | โ | Temporary: average gap (seconds) between collecting one order and placing the next. |
DEMAND-PER-GRAM-SALE | 0.12 | โ | Demand gain for that drug per gram sold (to a client). |
TEMP-SALE-GAIN-PERCENT | 0.35 | โ | Temporary earnings ratio on sales (simulates the cost of obtaining the goods). |
TRANSACTION-REP-BONUS-MULTIPLIER | 1.06 | โ | Reputation bonus for a sale with a surplus. |
TRANSACTION-DEMAND-BONUS-MULTIPLIER | 1.04 | โ | Demand bonus for a sale with a surplus. |
CLIENT-GENERATE-CHECK-INTERVAL | 50 | 5 | Interval between attempts to generate new clients in towns. |
DEMAND-PER-GRAM-INFLUENCER | 1.94 | โ | Demand gain for that drug per gram sold (via an influencer). |
CLIENT-GEN-ERROR-INTERVAL | 180 | โ | Maximum frequency of warnings about client-generation problems. |
CLIENT-DECLINE-PENALTY-REPUTATION | 2.5 | โ | Reputation points lost for declining an order. |
CLIENT-DECLINE-PENALTY-DEMAND | 1.7 | โ | Demand lost for the drug when an order is declined. |
CLIENT-DECLINE-ORDER-DELAY-MULTIPLIER | 1.7 | โ | Multiplier on the gap before the next order after a decline. |
DEMAND-PER-SALE-MIN | 0.85 | โ | Minimum demand gain per order. |
DEMAND-PER-SALE-MAX | 2.2 | โ | Maximum demand gain per order. |
CLIENT-GENERATE-EARLY-BOOST | 3.5 | โ | Client-generation speed multiplier in the early game. |
CLIENT-GENERATE-BOOST-QUAN | 4 | โ | Number of generated clients up to which the early-game boost applies. |
GLOBAL-CLIENT-GENERATE-MULTIPLIER | 0.4 | โ | Multiplier on client-generation frequency. |
GLOBAL-CLIENT-ORDER-MULTIPLIER | 0.9 | โ | Multiplier on order frequency. |
MIN-CLIENT-GEN-DEMAND | 25 | โ | Minimum demand needed for the first regular client to appear. |
DEMAND-PER-SALE-BASE | 2 | โ | Base demand gain per sale. |
DEMAND-PER-SALE-DEALER | 1.2 | โ | Base demand gain per dealer sale. |
DEMAND-PER-SALE-RANDOM-CLIENT | 2.2 | โ | Base demand gain per sale to a random client. |
CLIENT-WAIT-TIME | 600 | โ | How long a client waits after spawning (seconds). |
CLIENT-INTERACTION-WAIT-OFFSET | 60 | โ | Extra waiting time (seconds) after you click the client. |
FAILED-DELIVERY-REP-LOSS | 10 | โ | Reputation lost for failing to deliver on time. |
FAILED-DELIVERY-DEMAND-LOSS | 2 | โ | Demand lost for failing to deliver on time. |
DRUG-QUALITY-CON-RATIO | 40 | โ | Quality-to-consequence ratio: good or bad consequence points per 1.0 gap between the client's expectation and the potency of the drug sold. |
DRUG-CON-MIN-CHANGE | 0.4 | โ | Minimum consequence change from drug quality. |
DEMAND-DRUG-DISABLED-LOSS | 0.45 | โ | Demand lost while a drug is disabled in a territory (developer note is cut off). |
CLIENT-OD-TIMEOUT | 600 | โ | Time (seconds) after an overdose before the client is permanently removed. |
CLIENT-OD-REP-LOSS | 200 | โ | Reputation lost per client overdose. |
CLIENT-OD-DEMAND-LOSS | 50 | โ | Demand lost per client overdose. |
CLIENT-OD-REP-LOSS-FIRST | 100 | โ | Reputation lost for the first overdose. |
CLIENT-OD-DEMAND-LOSS-FIRST | 25 | โ | Demand lost for the first overdose. |
Employees & crew
Two flags carry a bodyguard wage (45,000 and 65,000). Both have the same developer label, but MUSCLE is the role token the rest of the game uses and BODYGUARD appears in no other table, so 65,000 is almost certainly the live wage.
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
DEALER-DEFAULT-PERCENT-SHARE | 0.15 | โ | Dealer's share of sales. |
DISTRIBUTOR-DEFAULT-PERCENT-SHARE | 0.2 | โ | Distributor's share of sales. |
DEALER-ORDER-INTERVAL-MULTIPLIER | 2.4 | โ | Multiplier on the gap between orders of clients assigned to a dealer. |
DEALER-MONEY-DROP-DELAY | 120 | โ | Time (seconds) a dealer takes to drop cash into the safe. |
MINION-CASH-HIGH-LEVEL | 250,000 | โ | Cash accumulated by subordinates at which you get a prompt to collect it. |
MINION-OVERFLOW-SALE-NERF | 0.12 | โ | Sale intervals lengthen by this fraction for each subordinate above the optimum (dealer or distributor). |
DEALER-SPOT-BONUS | 0.2 | โ | Bonus for a dealer placed on a dealer spot. |
MINIONS-MAX-DEALER-OPTIMAL | 6 | โ | Optimal number of clients a dealer can serve by default. |
MINIONS-MAX-DISTRIBUTOR-OPTIMAL | 4 | โ | Optimal number of dealers a distributor can serve by default. |
MINIONS-MAX-DEALER-CLAMP | 10 | โ | Maximum number of clients that can be assigned to one dealer. |
MINIONS-MAX-DISTRIBUTOR-CLAMP | 10 | โ | Maximum number of subordinates per distributor (the note repeats the dealer text). |
DISTR-DEALER-MAX-DIST | 50,000 | โ | Maximum distance between a dealer and a distributor (game units). |
CREW-DAILY-FEE-LABTECH | 30,000 | โ | Daily wage of a lab technician. |
CREW-DAILY-FEE-BODYGUARD | 45,000 | โ | Daily wage of a bodyguard (developer note). The flag name appears in no other table, so it is probably unused. |
CREW-DAILY-FEE-MUSCLE | 65,000 | โ | Daily wage of a bodyguard (developer note). "Muscle" is the role token used across the game, so this is almost certainly the live wage. |
Reputation & street cred events
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
TOWN-REP-PER-GRAM | 3 | โ | Town reputation per gram sold (no description in data). |
TOWN-REP-PER-GRAM-INFLUENCER | 1.7 | โ | Town reputation per gram handed to an influencer. |
TOWN-REP-PER-SALE | 10 | โ | Town reputation per sale (no description in data). |
REP-LOSS-BREAKIN | 20 | โ | Reputation lost for breaking in, picking locks, etc. |
REP-LOSS-STEAL | 0.5 | โ | Reputation lost per B1,000 of value stolen. |
SWAG-MAX-REP-BONUS | 0.15 | โ | Maximum percentage boost to reputation gained from actions, from SWAG. |
MEETING-LOSS-SUCCESS | 15 | โ | Meeting points lost on a successful query. |
MEETING-LOSS-FAIL | 20 | โ | Meeting points lost on a failed query. |
MEETING-REP-PER-POINT | 1.5 | โ | Reputation for each meeting point. |
SMS-FAST-REWARD | 5 | โ | Reputation reward for a quick reply to a client message. |
SMS-SLOW-PENALTY | 3 | โ | Reputation penalty for a late reply. |
STREED-CRED-LOSS-ROBBED | 40 | โ | Street cred lost when robbed by thugs. |
REP-EVENTS-ENABLED | 0 | โ | Switches influencer reputation events on (1) or off (0). |
REP-LOSS-ATTACK-CIVILIAN | 25 | โ | Reputation lost for attacking a civilian. |
REP-LOSS-KILL-CIVILIAN | 50 | โ | Reputation lost for killing a civilian. |
Hideout costs, bills & debt
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
DEBT-REPUTATION-PENALTY | 135 | โ | Daily penalty for a large debt to an influencer. |
DEBT-WARNING-LEVEL | -13,500 | โ | Debt level below which the player gets debt warnings. |
DEBT-POSITIVE-LEVEL | 27,000 | โ | Positive balance from which collection reminders start. |
DEBT-PENALTY-LEVEL | -54,000 | โ | Debt level from which a daily penalty applies. |
DEBT-NOTIFICATION-INTERVAL | 320 | โ | Maximum frequency of debt warnings. |
MONEY-COST-PER-KILOWATT | 200 | โ | Cost in bolivars per kilowatt of electricity. |
HIDEOUT-DEBT-LEVEL | 5,000 | โ | Debt at which a hideout is marked as indebted. |
HIDEOUT-DEBT-PENALTY-LEVEL | 15,000 | โ | Debt per town from which daily reputation penalties start. |
HIDEOUT-DEBT-EXECUTION-LEVEL | 30,000 | โ | Debt per town from which enforcement ("executions") begins. |
HIDEOUT-DEBT-REPUTATION-PENALTY | 100 | โ | Daily reputation penalty for debt (the developer note says "above 4k", while the indebted-hideout level above is 5,000). |
WASTE-REMOVAL-COST-MIN | 1,000 | โ | Minimum waste-removal cost. |
WASTE-REMOVAL-COST-GRAM | 2 | โ | Waste-removal cost per gram of waste. |
WATER-COST-LITER | 80 | โ | Cost per litre of running water. |
REP-BLEED-PER-DEBT-10K | 0.45 | โ | Reputation lost per minute for every B10,000 of debt. |
REP-BLEED-RATE-MAX | 80 | โ | Maximum possible reputation bleed per minute. |
Progression (XP & perks)
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
SALE-EXP-CLIENT | 150 | โ | XP per sale to a client. |
SALE-EXP-DEALER | 150 | โ | XP per dealer sale. |
CRAFT-EXP-DEFAULT | 60 | โ | Default XP per craft. |
HIDEOUT-PURCHASE-DEFAULT-XP | 2,200 | โ | Default XP for buying a hideout. |
HIDEOUT-RENT-DEFAULT-XP | 500 | โ | Default XP for renting a hideout. |
VEHICLE-PURCHASE-DEFAULT-XP | 1,300 | โ | Default XP for buying a vehicle. |
DEALER-SPOT-DISCOVER-XP | 420 | โ | Default XP for discovering a dealer spot. |
DEAD-DROP-DISCOVER-XP | 420 | โ | Default XP for discovering a dead drop. |
CHARACTER-UNLOCK-XP | 750 | โ | Default XP for unlocking a character. |
INFLUENCER-PACK-XP | 420 | โ | Default XP for making a package for an influencer. |
CRAFTING-TIER-LOSS-PERCENT | 0.1 | โ | Percentage lost for each tier of difference between the station and the recipe. |
CARTEL-POINTS-PER-LEVEL | 5 | โ | Perk points available per cartel level. |
Time, travel & world
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
TAXI-PRICE-PER-KM | 5,000 | โ | Taxi price (bolivars) per kilometre. Editors confirm the game has no taxi service, so this looks like a leftover. |
TAXI-PRICE-MIN | 1,000 | โ | Minimum taxi fare. Leftover: there is no taxi service in the game (editor-confirmed). |
TIME-DEFAULT-MULTIPLIER | 24 | โ | Default time-flow multiplier (see the Day-Night Cycle page). |
ITEM-LOOT-TIME | 1.23 | โ | Seconds needed to loot one item. |
ENVIRO-SENSE-BASE-RANGE | 1,500 | โ | Base range of Enviro Sense (game units). |
ENVIRO-SENSE-BASE-TIMEOUT | 10 | โ | Enviro Sense recharge time (seconds). |
DEAD-DROP-BASE-PACKAGE-TIME | 180 | โ | Base time (seconds) between a dead drop being stocked and being collected. |
INFLUENCER-PACKAGE-DISTRIBUTION-INTERVAL | 120 | โ | Real-time seconds between an influencer's sales of the goods. |
LOOT-SEARCH-RESET-TIME | 450 | โ | Seconds until search progress on a loot spot appears again. |
PHONE-BOOTH-COST-MIN | 15 | โ | Cost per minute of using a phone booth. |
SAVE-GAME-MIN-INTERVAL | 60 | โ | Minimum interval (seconds) between saves while players are in the hideout. |
QUICK-TRAVEL-SPEED-MULTIPLIER | 8 | โ | Quick-travel speed multiplier. |
Multiplayer, demo & developer flags
| Flag | Value | Test-mode value | What it does |
|---|---|---|---|
TEMP-LAUNDER-INTERVAL | 5 | โ | Test laundering machine: seconds between cash pick-ups. |
TEMP-LAUNDER-QUANTITY | 3,000 | โ | Test laundering machine: maximum cash taken per refresh. |
TEMP-LAUNDER-PERCENT | 0.8 | โ | Test laundering machine: dirty-to-laundered conversion rate. |
DEV-SHOW-ADMIN | 0 | โ | Show admin tools (the flag name has a DEV prefix; no developer note). |
GAME-IS-DEMO | 0 | โ | Whether the build is a demo (1 yes, 0 no). |
DEMO-END-LEVEL | 6 | โ | Cartel level at which the demo ends. |
DEMO-END-TIMEOUT | 600 | โ | Play time left (seconds) after the demo end countdown starts. |
TEMP-PLAYER-COUNT-MULTIPLIER-MAX | 1.3 | โ | Maximum multiplier on XP, demand and reputation received with fewer players; reached in single player. |
OPONENT-SPAWN-MIN-LVL-DEMO | 3 | โ | Cartel level from which enemies spawn in the demo build. |
SAVE-VER | 1 | โ | Save-game version. |
GLOBAL-PLAYER-LIMIT | 3 | โ | Global maximum number of players. |
Notes on unused or dev-only flags
Flags in the "Multiplayer, demo and developer" group (demo end level, test laundering machine, admin tools, save version) are not part of normal play. Influencer reputation events are switched off by REP-EVENTS-ENABLED = 0 in the current files.
Source: game DataTables (BalanceFlagsDatabase). Values are as stored in the current Steam build; bolivars are written with a leading B.
by xDqwg
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