Upgrade System (Guard + Prisoner)

Live upgrade rules, burn mechanics, and upgrade tables.

Use this page for live upgrade rules and decision-making, and use Reference (Archived) for supporting archived imports.

Guard and Prisoner upgrades trade higher output for higher burn-heavy spend.

Guard upgrade system

Guards are the control layer. Each Guard is assigned to one Prison Cell only.

Guards affect Prison Cell efficiency through Mining Boost.

  • Mining Boost: Directly increases $CELL per day by a percentage

A Guard’s Mining Boost is capped at an absolute maximum of 35%, preventing power creep and preserving overall system balance.

Upgrade curve and burn mechanism

Guards can be upgraded from Level 1 to Level 12.

Upgrade costs increase by level, with cost growth exceeding efficiency gains, forming a non-linear, deflationary upgrade curve.

Each Guard upgrade consumes $CELL, distributed as follows:

  • 70% of the $CELL spent is permanently burned

  • 30% is allocated to operational pools according to system design

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Guard upgrade play

Issue
Action
Expected Outcome

Need more cell efficiency

Upgrade Guard levels

Mining Boost increases based on level

Need to manage token spend

Review the next level cost before upgrading

Upgrade cost rises non-linearly from Level 1 to Level 12

Guard upgrade table

Guard Level
Mining Boost (%)
Upgrade Cost ($CELL)

1

0%

0

2

3%

1500

3

6%

2400

4

9%

3840

5

12%

6150

6

15%

9840

7

18%

15740

8

22%

25180

9

26%

40290

10

30%

64460

11

33%

103130

12

35%

165010

Prisoner upgrade system

Prisoners are the direct production source. Unlike Guards, they do not affect operational stability.

Upgrade structure and burn logic

Prisoners can be upgraded from Level 1 to Level 12, with each level providing:

  • A percentage-based increase in Mining Boost

  • No additional support attributes

A Prisoner’s Mining Boost is capped at 35%, ensuring a consistent power ceiling across the system.

Prisoner upgrades follow these rules:

  • $CELL consumption scales aggressively with level

  • 70% of the $CELL used for Prisoner upgrades is permanently burned

  • No maintenance or wear-and-tear mechanics apply

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This design turns Prisoner upgrades into a one-way economic commitment. It aligns with a medium- to long-term investment strategy.

Prisoner upgrade play

Issue
Action
Expected Outcome

Need more direct production power

Upgrade Prisoner levels

Mining Boost increases by level

Need to plan token usage

Review the next level cost before upgrading

$CELL spend scales aggressively with level

Need long-term efficiency planning

Use Prisoner upgrades as committed progression spend

70% of the $CELL used is permanently burned

Prisoner upgrade table

Prisoner Level
Mining Boost (%)
Upgrade Cost ($CELL)

1

0

0

2

3

1200

3

6

1980

4

9

3270

5

12

5400

6

15

8910

7

18

14700

8

22

24260

9

26

40020

10

30

66030

11

33

108960

12

35

179780

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