Credits
Credits are the town's money. You start with 20,000. Earn more by finishing live races at the speedway (every finisher is paid by place), selling fish at the hatchery, clearing stages on the firing range (up to 12,000 credits a day), contracts, squad goals, town events, house and apartment rent, and new titles. The first time you come into town each day you get daily pay: 500 credits, and 250 more for each day in a row, up to 2,000. One missed day a week is forgiven, so your run carries on. Three-finger tap tells you your balance.
Coming back after a break
Away 14 days or more? The town welcomes you back with 5,000 credits and 2 first-aid kits. And the first time you come in after an update, the game tells you what is new.
Town projects
The whole of Warvanta saves up for one project at a time: a firing range refit, floodlights for the speedway, a restock of the fish hatchery, and a town festival, in turn. Give 500, 1,000, 5,000 or 10,000 credits at the City Bank vault desk; the desk tells you how much has been raised, of 200,000. When a project is funded, everyone gets 25 percent more rank points from its activity for 7 days (the festival: from everything), the town hears who gave the most, and the next project opens. You hear when a project is a quarter, half and three quarters funded. Giving 5,000 credits or more in all earns the Town benefactor medal.
Your bank vault
At the City Bank vault desk, open your own vault once, for 2,000 credits. It holds up to 10,000 credits to start. Put credits in and take them out whenever you like. Every upgrade doubles what it holds and costs half of what it holds now, and upgrades never run out. Your vault is yours alone: no other player can see it or use it.
House deeds
At the deeds desk you can buy the deed to one of the four Maple Street houses: House 1 for 50,000 credits, House 2 for 65,000, House 3 for 80,000 and House 4 for 100,000. Each house has one owner. Each soldier can own one house and one apartment (homes bought before 3.2 are kept).
Owning a house pays. Its yard is your safe garage: your vehicles parked there are never towed, not even unregistered ones. Each day you play, the house pays you rent of 2 percent of its price (1,000 to 2,000 credits a day). You can sell it back at the deeds desk for 80 percent of its price. If you are away for 21 days, the bank takes the house back and puts it on sale again, unless it is on a holiday hold. A damaged vehicle parked in your own yard is repaired for free.
Holiday holds
Going away? At the deeds desk, each home you own has a holiday hold: 5 percent of its price keeps it yours for 30 days more, however long you are away, up to 90 days ahead. If you come back after 7 days or more away, the game reminds you how this works.
Outfits and arrival chimes
Upstairs at the Artillery Village, the vests and shoes kiosk also sells outfits (a navy hoodie 500 credits, a red tracksuit 600, a desert camouflage jacket or grey urban camouflage 800, a black leather jacket 1,200, a leafy ghillie suit 2,000, a dress uniform with medals 2,500, and two more each season from the season shop) and arrival chimes (a rising chord or a two-note whistle 400, wind chimes 500, a drum roll 600, a short bugle call 800). Everyone starts in green combat fatigues, with a bell. Tap a chime once to hear it. Once you own one, wearing or using it again is free. Outfits never change how loud you are.
The season shop
Each season sells two outfits at the vests and shoes kiosk (3,000 to 5,000 credits) and two paint colours at the Vehicle Lodge counter (4,000 credits), on sale that season only. Winter: arctic camouflage, a long wool greatcoat, frost white and ember red. Spring: a green rain poncho, a pilot's flight suit, cherry blossom and moss green. Summer: a beach shirt and shorts, a racing suit, sunburst orange and ocean blue. Autumn: a blaze orange hunting jacket, a parade uniform with a sash, harvest gold and rust brown. Season 1 is winter, and the four take turns. Each season also sells an honor outfit for 25,000 credits, for soldiers with credits to spare: the winter honor guard coat, the spring honor guard tunic, the summer honor guard whites and the autumn honor guard cape. Once bought they are yours for good: wear the outfit again, or paint any of your vehicles in that colour, for free.
Other soldiers hear your outfit the first time they pick you as a target, and in your introduction: stand close to a soldier and Here and now offers "Hear their introduction", with their outfit and their profile motto. When you come into town, everyone hears your name with your arrival chime (switch these off in the menu's Sounds and volume, or in Settings). A soldier's profile, opened from chat, shows their outfit and chime and has a button to hear their introduction. About me, My outfit and arrival chime, tells you yours.
Home decorations
At the deeds desk, for each home you own: a grandfather clock (1,500 credits, ticks steadily), a radio (1,000, plays soft music), a fireplace (2,500, crackles) and a fish tank (2,000, bubbles). Tap one once to hear it, and again to buy it. They stand in your living room (an apartment's one room), each at its own spot along the walls, and you hear them from where they are, so you can find the room by ear. They are named as you walk in. Anyone in the room hears them while you are in town.
Riverside Apartments
Six apartments on River Road, east of Main Street, facing the river, at 20,000 credits each, also sold at the deeds desk. Each has one owner. Walk in the front door and the hallway runs straight ahead: Apartment 1 is the first door on your left, 2 the first on your right, 3 and 4 the second doors, 5 and 6 the third. Each apartment is one room with a bed, closet, couch, table and a window.
An apartment pays you 400 credits (2 percent of its price, the same share as a house) each day you play, and a damaged vehicle parked in its own space is repaired for free. It comes with one numbered parking space in the lot in front of the building, with the same number as the apartment: your vehicles parked there are never towed. Spaces 1, 3 and 5 are on the left of the front walk as you face the building, 2, 4 and 6 on the right. Sold back at the deeds desk it pays 80 percent (16,000 credits), and after 21 days away it goes back on sale, like the houses, unless it is on a holiday hold.