CIT Economy: Difference between revisions
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Latest revision as of 07:19, 18 April 2026
CIT Economy
CIT Economy is the live money, banking, trading, selling, property, and reward system used across CIT.
It is built around:
- cash and bank money
- player-to-player trading through
F7 - item and resource markets
- property ownership and resale
- vehicle sell-back
- premium systems like `VIP` and Donator perks
- reward systems such as challenges, trivia, typing, and events
This page focuses on the economy itself, not on how individual jobs work.
Overview
The live economy in CIT includes:
- earning money, items, and resources
- storing money safely in the bank
- transferring money to other players
- trading items through
F7 - selling vehicles, houses, titles, and tradable items
- spending money on houses, basements, unlocks, transport, adverts, and tickets
Currency and Money Storage
CIT uses:
- dollars (
$)
Money is stored in two main places:
- cash on hand
- bank money
Bank facts:
- the bank stores money safely with no limit
- you can only carry up to
$90,000,000on hand - cash on hand can be lost in part when you die or get arrested
- banked money stays safe
To access the bank:
- use
/atm - stand in an ATM marker
- use
/mobileatmafter unlocking Mobile ATM - use
/bankbalanceto check your balance - use
/batmto find the nearest ATM
The bank and ATM GUI support:
- deposit
- withdraw
- transfer
- balance checking
- PIN-protected withdrawals
Money Transfers
Money can be sent through the ATM or Mobile ATM system.
Transfer facts:
- you can send money to online players
- you can also send money to offline players by entering their account name
- a PIN can protect withdrawals
- transfers can fail because of weekly limits, insufficient money, or transfer restrictions from rule violations
Weekly receive limits
| Playtime | Weekly receive limit |
|---|---|
| Under `20` hours | $20,000,000
|
| Under `80` hours | $100,000,000
|
| Under `400` hours | $250,000,000
|
| Under `1000` hours | $400,000,000
|
| `1000+` hours | $500,000,000
|
Weekly send limits
| Account type | Weekly send limit |
|---|---|
| No Donator Level | $400,000,000
|
| `DL1` | $500,000,000
|
| `DL2` | $600,000,000
|
| `DL3` | $700,000,000
|
Starting Economy and Earn Limit
New-player starting benefits are:
$150,000cash$5,000in bank- `15` hits of each drug
Civilian starters get:
- an extra
$50,000
The base earn limit is:
$450,000
Earn limit facts:
- it resets every hour
- after you hit it, `CEM` events still give uncapped rewards
- `VIP` gives `20%` extra earn limit on most jobs
Main Ways The Economy Moves
The live economy moves through:
- job and mission payouts
- event rewards
- `F7` trading profits
- resource gathering and resale
- crafting materials turned into saleable items
- property systems such as basements, rented factories, and heist properties
- premium item trading such as `VIP` hours, `VIP Level 3`, house slots, and custom tag colors
F7 Trading
F7 is the main player market.
It has four tabs:
- `Buy`
- `Sell`
- `Offers`
- `Trading Logs`
What F7 does
The `Buy` tab:
- shows player listings
- shows average sale prices
- compares a listing to the recent average
- lets you buy with bank money if you enter your PIN
- supports filters like best prices, player listings only, and anonymous buying
The `Sell` tab:
- lets you list tradable items
- shows `Average`, `Minimum`, `Maximum`, `AI buys at`, and `AI sells at`
- lets you set quantity, price, private sale, minimum purchase quantity, anonymous mode, offline selling, and offer permissions
The `Offers` tab:
- shows sent offers
- shows received offers
- lets you accept or reject offers
The `Trading Logs` tab:
- shows your past buys and sells
- includes time, date, and sale price
F7 market rules
- `F7` listings can sell while you are offline
- offline selling uses a `5%` fee
- `AI Trader` buys minimum-price listings automatically after about `10` seconds
- `F7` works from almost anywhere, including event and other banned dimensions
- ammo cannot be traded there in those places
- players on your ignore list cannot send you offers
What Can Be Traded On F7
The live KB's documented `F7` market list includes these tradeable items.
| Category | Documented tradeable items |
|---|---|
| Resources and materials | `Wheat`, `Hemp`, `Herbs`, `Seeds`, `Engine Parts`, `Iron`, `Fish`, `Uranium`, `Meat`, `Nitrous`, `Electronics`, `Explosive`, `Oil`, `Gold`, `Pumpkin`, `Chemicals`, `Diamond` |
| Drugs | `Drug: LSD`, `Drug: Crack`, `Drug: Weed`, `Drug: Steroids`, `Drug: God`, `Drug: Speed` |
| Guns | `Gun: Sniper`, `Gun: Uzi`, `Gun: Tec-9`, `Gun: M4`, `Gun: Silenced`, `Gun: Combat Shotgun`, `Gun: Minigun`, `Gun: Sawed-off`, `Gun: MP5`, `Gun: Shotgun`, `Gun: Deagle`, `Gun: AK-47`, `Gun: Rifle`, `Gun: Colt 45` |
| Ammo | `Ammo: Combat Shotgun`, `Ammo: M4`, `Ammo: Minigun`, `Ammo: Rifle`, `Ammo: Grenade`, `Ammo: Parachute`, `Ammo: Deagle`, `Ammo: MP5` |
| Special and account-related items | `Driller`, `Jerry Can`, `Custom Tag Color`, `Repair Kit`, `House Slot`, `Diamond Wedding Ring`, `VIP Level 3`, `Wedding Ring` |
Other documented F7-tradeable economy items include:
- `VIP` hours
Notable Premium and High-Value Market Items
Some of the most important high-value `F7` listings are:
| Item | Documented market notes |
|---|---|
| `House Slot` | Minimum $5,000,000, maximum $10,000,000, `AI buys at` $5,000,000, `AI sells at` $10,000,000
|
| `VIP Level 3` | Minimum $280,000,000, maximum $390,000,000, `AI buys at` $280,000,000
|
| `Custom Tag Color` | Minimum $500,000,000, maximum $800,000,000, `AI buys at` $500,000,000
|
| `Diamond Wedding Ring` | Minimum $1,000,000, maximum $10,000,000
|
| `Wedding Ring` | Minimum $20,000, maximum $100,000, `AI buys at` $30,000
|
| `VIP` hours | Tradable through `F7`; the official VIP topic lists the `AI Trader` buy price as $40,000
|
Selling Systems Outside F7
Vehicles
Vehicles can be sold through:
F2
Vehicle sale rules:
- vehicles sell back to the server only
- selling deducts `20%` from the original buy price
- the same `20%` deduction rule also applies to the `Hydra`
Houses
Houses are sold:
- player-to-player only
House sale rules:
- set the price from the house GUI
- use `Toggle House Sale`
- another player buys it from the house GUI
- houses cannot be sold back to the server
Apartments
Apartments:
- cannot be sold
Custom Titles
Custom titles are part of the live economy.
Prices:
- personal title:
$10,000,000 - group or squad title:
$30,000,000
Sale rules:
- if sold on the same day, you get the full price back
- after that, the title loses `0.33%` of its value per day
Unlock Shop purchases
Some purchases are economic sinks, not trade goods.
/unlockshop includes:
- `27` emojis at
$10,000,000each - `3` weapon skins at
$100,000,000each - `Lifetime Motor Club Membership`
Documented refund note:
- emoji purchases are non-refundable
`Lifetime Motor Club Membership` costs:
$100,000,000
Houses, Slots, and Property Economy
House ownership affects the economy directly.
Default house ownership:
- `2` houses by default
Donator house limits:
- `DL1`: `3`
- `DL2`: `4`
- `DL3`: `5`
Extra economy rule:
- you can buy extra house slots through `F7`
- the total maximum is `10` houses
Basements
A basement is a permanent house upgrade that costs:
$10,000,000
Basement facts:
- it stays even if you sell the house
- it grows `Kenaf`
- `Kenaf` takes `18` hours to fully grow
- a full basement has `35` plants
- each mature plant gives `9` Kenaf
- a full harvest gives `315` Kenaf
- `315` Kenaf converts into `21` Kevlar
- `Kenaf` cannot be sold or transferred
Current property-value systems
The live KB says current property value comes from systems such as:
- rented factories
- house basements for Kenaf and Kevlar
- heist properties
Crafting Economy
The economy is also shaped by converting resources into items through:
F9crafting
Common economic materials include:
- `Iron`
- `Explosives`
- `Gold`
- `Oil`
- `Electronics`
- `Chemicals`
- `Hemp`
- `Herbs`
- `Fish`
- `Meat`
- `Nitrous`
- `Diamonds`
- `Kevlar`
Economic uses include:
- selling the raw materials on `F7`
- turning them into ammo, throwables, fuel items, repair items, armor, rings, and food
- crafting items for other players, then trading them through `F7`
Other Documented Ways To Earn Money
Outside normal jobs and `F7`, the live economy also includes these money sources:
| Source | Documented payout or economic effect |
|---|---|
| Lottery | Ticket costs $50,000; winnings go to the bank
|
| Typing Challenge | $500 per correct word in `60` seconds, up to $50,000, paid once per day
|
| Maths Trivia | $5,000 per correct answer
|
| Daily Challenges | Cash, `RP`, and sometimes bonus items |
| Translating | $200 per character, including spaces and punctuation
|
| Van Heist | Money depends on how long the van was escorted |
General economy advice already documented in the KB says strong money methods include:
- `F7` trading
- regular jobs until the earn limit
- `CEM` events after the earn limit
- selling high-demand items
- reselling `VIP` items
Other Economic Costs and Sinks
Other documented live money sinks include:
- `Superadvert`, which costs
$500per receiver - `Rapid Transportation`, which costs more for longer trips
- house basements at
$10,000,000 - lottery tickets at
$50,000 - custom titles
- `/unlockshop` purchases
- vehicle buying, repairs, refuelling, and upgrades
VIP, Donations, and Premium Economy
The premium economy includes:
- `VIP` hours
- `VIP Level 3`
- Donator Levels
- custom tag colors
- house-slot expansion
VIP facts:
- `VIP` hours are tradable through `F7`
- `VIP` gives `20%` extra pay and `20%` extra earn limit on most jobs
- `VIP` hours also unlock premium features
- at least `10` VIP hours are needed to unlock all VIP features
Donator Level facts:
- `DL1` unlocks at `50 GBP`
- `DL2` unlocks at `100 GBP`
- `DL3` unlocks at `150 GBP`
- Donator Levels are separate from `VIP` hours
- `DL3` gives `VIP` benefits even with `0` VIP hours
- donations beyond `150 GBP` can give extra custom tag colors every `200 GBP`
Removed or Disabled Economy Systems
The live KB says these are not part of the current live economy:
- the old business system
- Business Investments
- Group Businesses
- Conversion Businesses
- player-run business income while offline
- Unit cash sharing
- `PMS`
/paymultistat- player-controlled petrol stations
Economy Rules and Restrictions
Important economic restrictions include:
- selling in-game money for real money is forbidden
- buying or selling CIT accounts is forbidden
- exploiting glitches for money or kills is punishable
- transfer restrictions can be applied for serious rule violations
Notes
- the bank is the safe place for money, while cash on hand is risky
- `F7` is the core live market
- the economy uses both direct cash payouts and tradeable material value
- houses are resold player-to-player, while vehicles sell back to the server
- the old business economy is removed from the live setup