Roadman: Revenue and Readies
One move is to drop the coin on the police to reduce their stars (suspicion level). They simply disappear, with your coin.

Here is another move, to recoup that coin:

To completion, it takes about 30 minutes.
Music by Eric Matyas (other sources in in-game credit):
Strategy
There are a lot of buttons, and mobile players are disadvantaged in being unable to hover:
| Expand | Increases width/number of lanes in your road/pipeline. |
| Intensify | Increases number of horizontal locations in your pipeline/road. |
| MoreWeapons | Increases the likelihood of weapons appearing, this is just a probability. It make knives (level 2 weapons) 10-15% more likely, then scales to better levels and higher prices. |
| BetterWeapons | Simple +1 damage to all weapons. Perhaps if sold separately for each weapon (each is a level) it could be more affordable, and more “micro”. |
| DefenceBarrister | Resets your incrimination bar. |
| FixHealth | Resets your health bar. |
| Profit | Increases the number of coins you bank when they reach your ends. |
| Networking | Increases the frequency of users coming to score, by a very similar proportion as “More Weapons” does. i.e. 10-15% for level 2s then scaling up and getting more expensive. |
| TakeContract | Purges a whole column of enemies. The right-most column containing roadmen. |
| DonateToPolice | Reduces your incrimination slightly, and removes the nearest column of police. |
| PushySelling | Increases the base likelihood of upselling a higher quantity (level) to a lower level user. Base chance is 5% per level difference. This adds 3% plus an amount proportional to the level of the powerup purchased. |
| Investment | Increases likelihood of coins appearing in your road. By 10-15% for higher value ones, and scaling with successive upgrades. |
| LawyerUp | Increases the amount of evidence police require to prosecute you. |
The Sliders
The formula is that the slider value (going from 0 to whatever is displayed at the top) is divided by 100.0, added to 1.0, and multiplied by the weight of that drug, or addict, appearing, which are typically, but not necessarily rated at 0-1.0 by default (it varies over time). All weights are relative, so you have to know the weights for all the other items, which vary as the game progresses.
I tested this, for 100 turns using "the algorithm". With the slider turned maxed out, cannabis appeared 53 times. With the slider all the way down, it only appeared 38 times.
| Updated | 20 days ago |
| Published | 24 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | theowlgorithm |
| Genre | Puzzle, Card Game, Survival |
| Made with | Godot |
| Tags | Management, No AI, Tycoon |
| Average session | About a half-hour |
| Inputs | Mouse |
| Content | No generative AI was used |


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