How Larry’s tree works
A product is first researched in Larry’s tree — once, for cash — and then bought in the trading laptop as many times as you need. Each product may have three conditions: the previous node in its branch, a trader tier and, for some goods, a prison term in years.
The trader tier is tied to land: no plot — tier I, a plot in a level 2 district — tier II, level 3 — tier III. The term is earned in Federal Raids — see the weekly wipe. The routes below are computed from the tree itself; build your own in the supply planner.
Robber: tools first, guns later
Income in the city comes from what you carry out, not from what you shoot with. So the route starts with the lockpick and the bag, then the cumulative tools that are later traded for a Decoder, a Glass Cutter and a Drill, and ends with the Mini Drill for large safes.
| # | Unlock | Research | Price per unit | Trader tier | Term, years |
|---|---|---|---|---|---|
| 1 | Lockpick | 5,000 $ | 99 $ | none | — |
| 2 | Backpack2 | 5,000 $ | 5,000 $ | none | — |
| 3 | Belt1 | 5,000 $ | 250 $ | none | — |
| 4 | Light Body Armor | 5,000 $ | 4,000 $ | none | — |
| 5 | MC-10 Mk1 | 15,000 $ | 3,500 $ | none | — |
| 6 | Action Camera | 5,000 $ | 15,000 $ | none | — |
| 7 | Code Tablet | 25,000 $ | 20,000 $ | II | — |
| 8 | USB Hacking Tool | 50,000 $ | 50,000 $ | II | — |
| 9 | Mini Drill | 100,000 $ | 18,000 $ | II | — |
| 10 | Backpack3 | 35,000 $ | 15,000 $ | II | — |
Total: 10 unlocks, research 250,000 $; one of each costs another 130,849 $. The route needs trader tier II.
Courier: a van and workbenches
Cargo needs slots. The Longhorn Van has six of them against one in the Fukurou Tensa, so it comes first. Then the workbenches that raise the value of what you bring: opening crates, packing collections, repacking contraband.
| # | Unlock | Research | Price per unit | Trader tier | Term, years |
|---|---|---|---|---|---|
| 1 | Longhorn Van | 50,000 $ | 180,000 $ | I | — |
| 2 | Trunk Bags | 20,000 $ | 1,200 $ | I | — |
| 3 | CargoWorkbench1 | 5,000 $ | 15,000 $ | I | — |
| 4 | CargoWorkbenchToolbox1 | 20,000 $ | 15,000 $ | I | — |
| 5 | Collection Table | 5,000 $ | 15,000 $ | I | — |
| 6 | Contraband Workbench | 20,000 $ | 20,000 $ | I | — |
| 7 | Label Printer | 15,000 $ | 30,000 $ | I | — |
| 8 | Small Rack | 12,000 $ | 3,500 $ | I | — |
Total: 8 unlocks, research 147,000 $; one of each costs another 279,700 $.
Producer: plantation and lab
Production requires a plot, so the route opens with the plot document and the banknote counter that speeds up laundering. The plantation and the chemical lab are two independent chains: open one, bring it to income, then start the second.
| # | Unlock | Research | Price per unit | Trader tier | Term, years |
|---|---|---|---|---|---|
| 1 | Land Plot Title | 50,000 $ | 100,000 $ | none | — |
| 2 | Banknote Counter | 10,000 $ | 30,000 $ | I | — |
| 3 | Grow Room | 150,000 $ | 100,000 $ | I | — |
| 4 | Grow Table | 30,000 $ | 40,000 $ | I | — |
| 5 | Chemical Laboratory | 160,000 $ | 110,000 $ | I | — |
| 6 | CargoWorkbenchLabTable1 | 10,000 $ | 15,000 $ | I | — |
| 7 | CargoProductionWorkbench1 | 20,000 $ | 40,000 $ | I | — |
Total: 7 unlocks, research 430,000 $; one of each costs another 435,000 $.
Police officer: badges
An officer is issued gear for free, so the tree is needed only for badges — they decide how good the issued kit is — and for the radio. Badges can also be made by barter: 15 Sergeant badges for a Lieutenant badge. See Playing police.
| # | Unlock | Research | Price per unit | Trader tier | Term, years |
|---|---|---|---|---|---|
| 1 | PoliceBadge1 | 30,000 $ | 8,000 $ | I | — |
| 2 | PoliceBadge2 | 200,000 $ | 40,000 $ | II | — |
| 3 | Police Radio | 25,000 $ | 10,000 $ | II | 60 |
Total: 3 unlocks, research 255,000 $; one of each costs another 58,000 $. The route needs trader tier II. One item needs a 60-year prison term.
Base defence: the minimum
As soon as something valuable lies on the plot, it needs fuses and storage. This is the cheapest set that makes a raid noticeably more expensive; how many decoders each building takes is in Base defence and raiding.
| # | Unlock | Research | Price per unit | Trader tier | Term, years |
|---|---|---|---|---|---|
| 1 | Electronic Fuse | 10,000 $ | 20,000 $ | I | — |
| 2 | Mesh Fence | 25,000 $ | 15,000 $ | I | — |
| 3 | CarLift1 | 5,000 $ | 10,000 $ | I | — |
| 4 | Car Garage | 10,000 $ | 25,000 $ | I | — |
| 5 | Small Nightstand | 15,000 $ | 4,000 $ | I | — |
| 6 | Small Safe | 50,000 $ | 32,000 $ | I | — |
| 7 | First Aid Cabinet | 5,000 $ | 15,000 $ | I | — |
Total: 7 unlocks, research 120,000 $; one of each costs another 121,000 $.
Common mistakes
- Researching Mk2 and Mk3 guns early: each mark doubles the research cost, and the gun is lost on death.
- Buying a car before a house: a car of your own needs a home of your own.
- Opening tier II and III goods without a plot in a district of that level — you will not be able to buy them.
- Starting both production chains at once and finishing neither before the wipe.