UNDERWORLD / HEADQUARTERS

Safehouse & Criminal Engineering

The Safehouse is a permanent headquarters that grows alongside your character. It is not a finite building tree: every room can continue scaling, and future content can add new reasons to keep developing the same headquarters without resetting it.

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CAPORA CITY GUIDE

How Safehouse & Criminal Engineering works

The Safehouse is a permanent headquarters that grows alongside your character. It is not a finite building tree: every room can continue scaling, and future content can add new reasons to keep developing the same headquarters without resetting it.

01

How the Safehouse begins

Every character can develop the same underlying Safehouse, but your priorities determine what becomes powerful first. Rooms begin at low levels and can be improved repeatedly. There is deliberately no final “Safehouse complete” screen.

02

Construction uses real resources

A room upgrade costs cash plus Underworld resources such as Construction Supplies, Metal Components or Electronics. Those resources are recovered through normal Capora City activity rather than purchased from a separate instant-completion shop.

03

Where materials come from

Crimes, Auto Theft, Street Wars, Chop Shop, Robberies, Jail Busting, Organised Crime, Kidnap, Smuggling, Contracts, Mafia Bosses, Racing, Gym and Shooting can all feed the Underworld resource engine when a Developer acquisition rule allows it. The exact chances are server-controlled.

04

Construction is a live project

Only one major room project runs at a time. While it is being built, the page counts down live without a full-page refresh. A project can also offer an optional objective such as completing several Crimes or Smuggling actions; completing that objective reduces the remaining construction time.

05

Rooms create capabilities

Planning, Workshop, Surveillance, Storage, Garage, Medical, Communications, Archive, Operations, Living, Security and Specialist rooms are foundations for later systems. Higher room levels can reduce pressure, improve capacity or satisfy future operation requirements rather than merely adding a cosmetic level number.

06

Workshop engineering projects

The Workshop uses schematics to turn recovered components into operational equipment such as Surveillance Kits, Transport Kits and Signal Equipment. Starting a schematic consumes its requirements and begins one timed engineering project. The Safehouse page counts it down live, then you collect the finished capability and can use it to unlock compatible choices in Operations.

07

Why it never ends

Costs and build times scale with room level. New operations, blueprints, specialists and later expansion content can reference the existing rooms at higher levels, so an established Safehouse remains useful instead of becoming obsolete after a fixed tier.

GOOD TO KNOW

Practical tips

  • Do not spend every recovered material immediately; another room may need it.
  • Use optional construction objectives when they fit what you already planned to play.
  • Security and intelligence rooms become more valuable as higher-risk operations appear.
  • Room progression is permanent and designed for long-term expansion.

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