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CIT Economy

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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 $90,000,000 on 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 /mobileatm after unlocking Mobile ATM
  • use /bankbalance to check your balance
  • use /batm to 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:

  • $150,000 cash
  • $5,000 in 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 $10,000,000 each
  • `3` weapon skins at $100,000,000 each
  • `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:

  • F9 crafting

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 $500 per 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

See also