OC GAMEPLAN

Legitimate Business — OC 2.0 Scope-Spend Doctrine
NEXUS v3 · Phase 2 · Doctrine re-confirmed by leadership 2026-08-08 · Queue/payout pull 2026-05-29 · Faction 9305
§1Objective Function — Spend Scope, Not Slots

"Managing OCs" for Legitimate Business is not "fill the queue." It is maximizing faction return per unit of the binding resource. There are two binding resources, and they bind at different layers:

So LB runs two coupled optimizations. Rank the Tier-4 group by EV per scope. Rank low-tier crimes by EV per member-day — they keep the cheap bench busy and top up scope, but they are a "just in case" reserve, not the engine. The faction is not choosing "which crime"; within the T4 group it fills every spawned crime (fill discipline, §1.2).

# per candidate crime c net_payout(c) = expected_cash(c) − Σ(consumable_cost burned) // net of consumables success_prob(c) = f(roster CPR fit vs weighted thresholds) member_days(c) = slots(c) × avg_planning_days(c) scope_cost(c) = 4 // Tier 4 spawn cost · board-confirmed scope_yield(c) = 5 on success, 0 on failure // net +1 per T4 success EV_per_member_day(c) = net_payout(c) × success_prob(c) / member_days(c) EV_per_scope(c) = net_payout(c) × success_prob(c) / 4
Live data + board economics now feed this
The rewards block on completed crimes (live pull) supplies verified cash payout and scope yield (5) per crime — see §2. The board has now confirmed the missing spend: spawn cost = 4 scope on every Tier-4 crime. With cost and yield both known, EV_per_scope resolves to a real number. The one input still outstanding for a fully dollar-net ranking is live consumable market costs (the Firewalk tax) — tracked in §7.
§1.2The Three-Layer Portfolio

Allocate the roster across three functional layers. The Tier-4 group (L2) is the engine and the mandate. The lower tiers (L1) are a "just in case" bench reserve, not the funding source; they are excluded from the core EV calculation.

L2Tier-4 Group — Fill Every SpawnCrimeHub tier 4 · the EV engine · self-funding

Fill discipline — the canonical rule (leadership-confirmed 2026-08-08). The four crimes the gameplan optimizes are Break the Bank (~$285M avg live, reusable-heavy, low consumable tax), Clinical Precision (one heavy Imitator carry at 43%, 4 slots, cheap on member-days), Blast from the Past (~$126M, Firewalk now cheap — §4), and Window of Opportunity (item payout, fixed floor — §2.2). All crimes get completed, priority to T4; no crime is ever allowed to expire. There is no "spawn priority" — you can only select the tier you spawn from, not the crime (§6). The ranking BtB > CP > BFtP > WoO is a member's pick order when choosing which spawned T4 to join. WoO is the lowest-priority T4 pick — but like everything else, it does not expire unfilled.

L1Scope-Reserve Layer — "Just In Case"CrimeHub tiers 1–3 · L1–6 · the bench lives here

The cheapest reliable crimes the low-CPR bench can clear. Purpose (leadership-confirmed 2026-08-08): the roster now carries more low-CPR members than there are recon slots in the T4 group, so lower-tier crimes are spawned to keep them productive rather than idle. This is a reserve, not the engine — excluded from the core EV calculation. Best candidates: Cash Me If You Can (3-slot L2), Mob Mentality (4-slot L1), Counter Offer (L5), Sneaky Git Grab (L6). Standing rule: every member runs the HIGHEST-level crime they meet the CPR requirement for — the bench is where you land only when nothing higher qualifies.

L3Tier-5 AspirationalTier 5 · roster-depth gated

Tier-5 crimes (Stacking the Deck L8, Ace in the Hole L9, Crane Reaction L10) when carries are idle and roster depth allows. These out-rank Tier-4 on difficulty but need verified roster depth before the model recommends spawning them. Not part of the standing T4 mandate.

§2The Menu — Full CrimeHub Catalog (23 Scenarios)

This is the menu the gameplan reasons over — not just what LB happens to be spawning. Weights are MAJOR-share % from the tornprobability role-weights API — the standing source per leadership (2026-08-08): CrimeHub lags on updates (they map every checkpoint before publishing), so it is not used for weights for now. CH tier is the scope band; L is per-crime difficulty. Disposition: running what LB runs today · add model-recommended · deprioritize · refused · bench overflow.

CrimeCHLSlotsHeaviest role → wtDisposition
Mob Mentality114Looter1 34 / Looter2 26add — scope factory
Cash Me If You Can123Thief1 50add — scope factory
Market Forces235Enforcer 29 / Negotiator 27bench
Smoke And Wing Mirrors234Car Thief 51bench
Gaslight The Way236Imitator3 41bench
Snow Blind244Hustler 48bench
Stage Fright246Sniper 46bench
No Reserve353Techie 38bench
Leave No Trace353Imitator 37 / Negotiator 34bench
Counter Offer355Robber 36add — scope factory
Guardian Angels353Hustler 42bench
Honey Trap363Muscle2 42bench
Bidding War366Robber3 32bench
Sneaky Git Grab364Pickpocket 51add — scope factory
Blast From The Past476Muscle 34 / Engineer 24running — 3rd pick
Break The Bank486Muscle3 32 / Thief2 29running — keep
Clinical Precision484Imitator 43running promote — graded
Stacking The Deck584Imitator 48bench — Tier 5
Manifest Cruelty584Reviver 46bench — Tier 5
Ace In The Hole595Hacker 36 (variant)bench — Tier 5
Gone Fission595Hijacker 25 / Imitator 25bench — Tier 5
Crane Reaction5106Sniper 41bench — Tier 5
Window of Opportunity475Looter2 26 / Muscle1 23running — last pick, never expire
Tier label disambiguation
"Tier 4" is not the ceiling. CrimeHub tier is the scope band; difficulty (the L-number) is the per-crime knob. Tier-5 crimes exist (Stacking the Deck, Ace in the Hole, Crane Reaction at L10) and out-rank Tier 4 on difficulty. A wider model must not treat Tier 4 as the top of the menu.
§2.2Running Today vs. Model-Recommended

Live get_faction_crimes_v2 (planning + recruiting, faction 9305, 2026-05-29): 17 active Tier-4 crimes. Planning: BFtP 2, BtB 2, Clinical Precision 1, WoO 4. Recruiting: BFtP 3, BtB 3, Clinical Precision 1, WoO 1 (plus 1 Mob Mentality on the L1 bench). Payout/scope figures are live averages from completed crimes, paid at the standing 90% convention (confirmed in rewards.payout.percentage). All four T4 crimes are currently spawned and must be filled (fill discipline, §1.2).

Break the Bank L8 · CH tier 4 · 6 players · 6-day timer Weights Verified
~$288M avg net cash ($197M–$396M live) · scope yield 5 · success 86% (live last 100) · queue: 5 active (2 planning, 3 recruiting)
RoleMaterialTierMin CPRWeight
Muscle 3Zip Ties (consumed)MAJOR7032%
Thief 2Hand Drill (reusable)MAJOR7029%
Muscle 1Hand Drill (reusable)CORE5014%
RobberHand Drill (reusable)CORE5013%
Muscle 2Zip Ties (consumed)CORE5010%
Thief 1Hand Drill (reusable)RECON3%

Model verdict: keep. Highest net cash in the catalog, low consumable tax (only Zip Ties ×2 burn; 4 reusables). The L2 cash-carry anchor. Note: live success 86% (20/3) is below the 100% the March KB carried — sample now larger.

Clinical Precision L8 · CH tier 4 · 4 players Weights Verified
~$92M avg net cash ($75M–$115M live) · scope yield 5 · success 57% (live last 100) · queue: 3 active (2 planning, 1 recruiting)
RoleMaterialTierMin CPRWeight
ImitatorSyringe (consumed)MAJOR7543%
CleanerBlood Bag : Irradiated (consumed)CORE5021%
Cat BurglarNoneCORE6019%
AssassinChloroform (consumed)CORE5016%
Now graded — CrimeHub-verified
Weights confirmed from bundle main-TSO3AJSP.js (2026-05-28). Imitator at 43% is the heaviest single role in the entire gradable catalog — heavier than any role on BtB or BFtP. This is a one-carry crime: it lives or dies on the Imitator, and only 4 slots means it is cheap on member-days. The other three roles are CORE; no slot is below 5%, so there is no true RECON throwaway here.

House CPR floors confirmed by leadership (updated June 6, 2026): Imitator 75, Cleaner 50, Cat Burglar 60, Assassin 50. The 43%-weight Imitator carry is gated hardest, as the model recommended — the earlier under-gating flag is resolved.

Blast from the Past L7 · CH tier 4 · 6 players · 6-day timer Weights Verified
~$126M avg net cash ($98M–$165M live) · scope yield 5 · success 84% (live last 100) · queue: 5 active (2 planning, 3 recruiting)
RoleMaterialTierMin CPRWeight
MuscleZip Ties (consumed)MAJOR8034%
EngineerCore Drill (consumed)MAJOR8024%
BomberShaped Charge (consumed)CORE7016%
HackerFirewalk Virus (consumed)CORE4012%
Picklock 1NoneCORE6011%
Picklock 2NoneRECON3%
Verdict updated 2026-08-08: Firewalk tax retired
Weights verified and unchanged. Firewalk Virus is now ~$4M — nowhere near prohibitive — so the old cost-based deprioritization is dead (§4). BFtP sits third in the T4 pick order (behind BtB and CP, ahead of WoO) on net EV; the remaining constraint is the 80/80 MAJOR pool depth (§5), not consumables. House rule: both MAJORs gated at 80; Bomber 70, Hacker 40, Picklock 1 at 60.
Window of Opportunity L7 · CH tier 4 · 5 players Must Fill
~$87M effective (item payout, sold) · $0 in-game cash field · scope yield 5 · queue: 5 active (4 planning, 1 recruiting)
Lowest-priority T4 pick — but never let it expire (updated 2026-08-08)
WoO is the last pick among the four T4 crimes — join it only when BtB, CP, and BFtP slots you qualify for are taken. Like every crime, though, it must not be left to expire. Payout is fixed now: Torn assigns a fixed payout when any reward item has a $0 market price, so the $0-money era is over. Historical liquidations ran $70M–$104M, roughly ~$87M typical.
RoleMaterialTierMin CPRWeight
Looter 2MAJOR8026%
Muscle 1MAJOR8023%
Looter 1CORE6019%
Muscle 2CORE5517%
EngineerCORE5014%
Now graded — weights verified (updated May 24, 2026)
Role weights sourced from the tornprobability role-weights API and cross-checked against CrimeHub-verified crimes (BtB and BFtP weights match to the decimal), so the source is trusted for the full catalog. WoO's CPR-blind era is over: Looter 2 (26%) and Muscle 1 (23%) are the MAJORs at 80; no slot sits below 5%, so there is no RECON throwaway. House floors per current leadership forum standard.

Item rewards observed: Priceless Painting, Shabti / Ganesha / Vairocana Buddha Sculptures, Naval Cutlass, Companion Script: Ubay, Medieval Helmet. Painting pawn floor ~$70M FD 16549320. The rewards.money = 0 on every WoO success is a valuation-system artifact megathread 27274035, not a worthless crime — a manual-payout headache, not a reason to skip.

§2.3MAJOR / CORE / RECON — Grading the Selected Crimes

Once the model selects a crime, grading is mechanical and uses tornprobability weights only (leadership call, 2026-08-08 — CrimeHub excluded until it catches up). MAJOR = top weights summing to ~50–60% (carry slots, gate hard). CORE = mid weights (lower floor). RECON = lowest weight(s), typically <5% (no floor — bench and clock-starters). CPR floors per MAJOR are a house-rule decision (BigTasty420); the model sets the role, leadership sets the number.

CrimeMAJOR (gate hard)CORERECON
Break the Bank L8Muscle3 32, Thief2 29Muscle1 14, Robber 13, Muscle2 10Thief1 3
Blast from the Past L7Muscle 34, Engineer 24Bomber 16, Hacker 12, Picklock1 11Picklock2 3
Clinical Precision L8Imitator 43Cleaner 22, Cat Burglar 19, Assassin 16none <5%
Counter Offer L5Robber 36, Engineer 28Picklock 17, Hacker 12Looter 7
Sneaky Git Grab L6Pickpocket 51Imitator 18, Techie 17, Hacker 14none
Cash Me If You Can L2Thief1 50Lookout 28, Thief2 22none
Window of Opportunity L7Looter2 26, Muscle1 23Looter1 19, Muscle2 17, Engineer 14none <5%
House ladder rule — every crime below L7 (and all L1s)
For any crime without a published table above: the highest-weight role requires 80 CPR, and each next role in descending weight order steps down −5 (75, 70, 65 …), with RECON slots (<5% weight) exempt from any floor. NEXUS-verified 2026-08-08: placing every member at the exact ladder minimum, the weighted success floor across all L4 and L6 crimes lands between 71.8% (Bidding War — tightest, weight spread over six paid slots) and 76.1% (Snow Blind). Every crime clears the 70% target at bare minimums; real crews run above minimum, so live rates land higher.
§3Staging Doctrine — Recon · Core · Carry

Within any selected crime, the backbone is cycle time, not per-slot CPR maximization. Every member's planning timer is 24 hours from join. Carries are the highest-impact players; their idle time is the most expensive resource in the faction.

Recon (lowest-weight slot). Members who don't clear CORE thresholds. Their job is to start the clock. Recon joins first, on the throwaway slot (Thief 1 for BtB, Picklock 2 for BFtP). This burns the first 24h of cycle time on the cheapest player. Recon does not block Core or Carry — it accelerates them. Note: 4-slot crimes like Clinical Precision have no true RECON slot (no role <5%) — staging there is Core-then-Carry only.

Core (mid-weight). Mid-weight slots filled by members who clear CORE thresholds. Joins second. Priority: lowest countdown timer first, then highest-weight slot they qualify for, then best CPR match. Core members never wait for a Carry — they backfill behind Recon.

Carry (MAJOR weight). Members who clear MAJOR thresholds — they own the outcome. Carries join last on the crime with the lowest remaining countdown timer. By the time their 24h timer completes, Recon has burned 48h, Core 24h+, and the crime is at execution within hours of the Carry coming off cooldown.

Net effect: a 6-day BFtP that would take 8+ days end-to-end if everyone joined in parallel finishes in roughly 6–7 days when staged. Across 10 cycles per Carry per quarter, that's a 15–20% throughput multiplier on the faction's most expensive slot. Staging math is cleanest on 6-slot crimes; 3- and 4-slot crimes (CP, Counter Offer, Cash Me If You Can) compress the ladder but the order holds. The decision engine encodes the per-tier action tree — see the cross-reference panel.

§4Payout Is Net of Consumables — Supply Chain as EV Input

The real EV of a crime is payout − consumable burn, not gross payout. This is what flips BtB/CP above BFtP. Reusables loan out and return; consumables drain on every execution.

CrimeReusablesConsumables (per success)Tax
Break the Bank Hand Drill ×4 (reusable) Zip Ties ×2 (consumed) low
Clinical Precision None Syringe ×1, Chloroform ×1, Blood Bag : Irradiated ×1 (all consumed) mid
Blast from the Past None Zip Ties ×1, Core Drill ×1, Shaped Charge ×1, Firewalk Virus ×1 (all consumed) high
Window of Opportunity Wire Cutters ×1, Ladder ×1, Angle Grinder ×1 (all reusable) Razor Wire ×1, Floor Cleaner ×1 (consumed) mid
Armory loan workflow
Reusables (Hand Drill, Wire Cutters, Ladder, Angle Grinder) are loaned from the faction armory pre-execution and returned post-execution. Stock once, rotate forever. Consumables burn. Per Tarzan megathread ~26960151, LB convention pays 90% of BFtP payout with the Firewalk Virus cost withheld; other consumables free. The live rewards.payout.percentage = 90 confirms the 90% split is active across the queue.
BFtP Firewalk tax — RETIRED (leadership-confirmed 2026-08-08)
The Allenone "permanent structural shortage" projection megathread 26842655 / 26957181 did not hold: Firewalk Virus now runs ~$4M, nowhere near prohibitive against a ~$126M gross. BFtP remains the most consumable-heavy T4, which is why it sits third in the pick order, but the "high tax" deprioritization is no longer doctrine. Live per-item market costs (Blocked-On B3) would still sharpen the net-EV ranking.
§5Bottleneck Analysis

BFtP Muscle MAJOR (34% weight, 75 CPR). March 6 KB identified only ~3 members clearing the lowered 75 threshold (Dr-Frog 81 clearly; FuzzyNaga 75 and Furai 76 at the line). The faction cannot staff more than ~3 simultaneous BFtPs at full quality. With 5 BFtPs active right now, at least 2 are running sub-threshold Muscles or stuck recruiting. Single highest-impact roster bottleneck.

Clinical Precision Imitator MAJOR (43% — newly graded). The heaviest single role in the catalog now has a name and a weight. Live success is 57% (12/9), well below BtB (86%) and BFtP (84%) — consistent with the carry slot being under-gated. Setting a house floor on the Imitator (Blocked-On B3) is the single highest-leverage grading decision available.

BFtP Engineer MAJOR (24% weight, 80 CPR). Higher bar than Muscle, similarly thin pool. The decision to hold Engineer at 80 while dropping Muscle to 75 was deliberate, but its math depends on whether 80 produces a meaningfully better success rate than 75. Open question §6.

BtB MAJOR depth. Staffable (Gregorian 70, vinye1mustaine 70, Noblewolf 74, Paprika 72 all clear), but thin enough that 5+ simultaneous BtBs strain it. Current queue has 5 active — at the line.

CPR data coverage gap. The faction_cpr endpoint only returns TornStats-tracked members. Untracked members do not appear in the CPR roster at all — this blinds every tier assignment for them. TornStats / YATA onboarding is a tractable, high-ROI fix. Blocked-On B6.

§6Forum-Derived Strategies

Scope is the binding constraint, not Carries — but the Tier-4 group is self-funding. Megathread 27274035 — Tier-4+ spawns cost scope, and the self-funding economics (§1) make the real constraint keeping the T4 success rate high enough that the net never goes negative: every failure is a scope loss with no replacement, which is the forum basis for fill discipline (§1.2).

The CPR-vs-weight balance rule. FD 16553833, Wood (karma 4073) — A low CPR in a low-weight slot is harmless padding. A 60 CPR in a 40%-weight slot is a disaster. Optimize the assignment, not the average. Especially load-bearing now that CP's Imitator is graded at 43%.

Crime XP is the dominant CPR input. Megathread 26823005, BigManBilly — Successful Crimes 2.0 history is the largest known CPR driver. Battle/job/skill stats are secondary multipliers that taper above 1B in any one stat. Idle members raise OC eligibility by grinding crimes, not BSS.

The Firewalk Virus structural shortage — superseded. Megathread 26842655 / 26957181, Allenone — projected structurally elevated prices. Leadership confirmed 2026-08-08 that the market moved the other way: Firewalk Virus is ~$4M. The old BFtP cost-deprioritization built on this thread is retired (§4).

The Tier-4 spawn distribution problem. Megathread 26957181, Allenone — Pre-WoO the Tier-4 pool skewed 50% BFtP / 25% CP / 25% BtB; the WoO release pushes toward 25/25/25/25 steady state. You cannot freely pick your Tier-4 spawn — you get a distribution across all four (BFtP, CP, BtB, WoO). The distribution hands you the crime; fill discipline (§1.2) is what stops it lapsing. Spawn-priority ranking governs which crimes we chase, never which we skip.

Window of Opportunity is the easy L7 — and it pays (fixed, now). FD 16549320, Crystal_Castles + DarthRevan — Higher CPRs across the board and item payouts (Painting + Shabti / Cutlass + Companion Script). The Elpexo-era $0-money artifact is fixed: Torn now assigns a fixed payout when any reward item carries a $0 market price (leadership-confirmed 2026-08-08). WoO is graded (tornprobability weights, §2.2) and sits last in the T4 pick order.

Consistency beats heroics. FD 16553833, Wood — 80% success on a moderate crime over a year beats 50% on a harder one. The decision engine's "70% sweet spot" encodes this; it is why we don't always chase the biggest crime.

§7Blocked On — Numbers That Close the Model

The structural model (§1) is complete. These are the missing inputs that convert it into a ranked, dollar-valued recommendation. Each is a hard blocker, not a nice-to-have. Three original blockers — live payout, scope yield, and scope spawn cost — are now resolved (the last by board confirmation of the scope economics in §1) and removed from the list.

  1. Clinical Precision floor revision — pending leadership decision. Current floors 75/50/60/50 stand (confirmed 2026-08-08). Leadership is considering a move to 75/60/60/60 but it is not decided — do not apply it. Watch for the forum update; NEXUS re-syncs the CPR roster page when it lands.
  2. Consumable unit costs (live market). Needed to compute net_payout — especially Firewalk Virus (BFtP), Syringe / Chloroform / Blood Bag (CP). This is what turns gross payout into the real ranking and quantifies the Firewalk tax. Source: Torn market API per item ID.
  3. BtB / Ace in the Hole variant reconciliation. CrimeHub lists two weight sets for each. The page uses the Muscle3=32 BtB variant, which matches the live API role labels; the second variant (Muscle3=25) must be reconciled before BtB grading is locked. Confirm which is current.
  4. CPR roster coverage (TornStats gap). faction_cpr only returns TornStats-tracked members. Untracked members are invisible to grading regardless of model quality. Onboarding mandate would unlock every downstream analysis.
  5. WoO item liquidation modelling — downgraded. The $0-money artifact is fixed: Torn now assigns a fixed payout when any reward item has a $0 market price (leadership-confirmed 2026-08-08). Remaining work is just tracking realized WoO payouts from live rewards pulls to refresh the ~$87M planning figure. Low priority.
Resolved
Live payout, scope yield, and scope spawn cost were blockers. Live rewards supplies payout and yield (BtB ~$285M / BFtP ~$126M / CP ~$91M net cash; scope yield 5 on all Tier-4); the board confirmed the spawn cost, fixing the self-funding economics canonically documented in §1. With both inputs fixed, EV_per_scope resolves. Wired into §1 and §2.2; removed from this panel.
§8Open Questions for the Board

Status after the 2026-08-08 leadership review (Fox12_): Q1 confirmed (T4-group framing is standing doctrine, with completion-over-expiry as the hard rule), Q4 superseded (Firewalk ~$4M — no cost deprioritization; BtB > CP > BFtP > WoO stands as member pick order), Q6 answered (WoO is lowest-priority T4, never expired; payout now fixed by Torn). Remaining open items below.

  1. Adopt the Tier-4-group framing? This revision treats the four Tier-4 crimes (BFtP, CP, BtB, WoO) as a single self-funding group that must be filled in full (L2), low-tier crimes as a "just in case" scope reserve excluded from core EV (L1), and Tier-5 as roster-depth-gated aspiration (L3). Confirm this replaces any "pick a few favorite crimes" mental model as standing LB doctrine.
  2. Add the recommended scope factories? Model recommends standing rotation of Cash Me If You Can, Mob Mentality, Counter Offer, Sneaky Git Grab as the L1 scope layer. Approve adding these to the spawn rotation for the low-CPR bench.
  3. Clinical Precision MAJOR/CORE thresholds. Weights are now graded. Set the Imitator (43%) house floor — proposal: ≥70, likely higher. Live 57% success says the carry is under-gated. This is the single highest-leverage grading call available.
  4. Deprioritize BFtP on the Firewalk tax? Net of consumables, BFtP's ~$126M drops below BtB and competes with CP, plus the Muscle/Engineer MAJOR scarcity. Confirm BtB and CP take spawn priority over BFtP when scope is scarce.
  5. BFtP Engineer threshold — keep at 80 or lower to 75? Current: Muscle 75, Engineer 80. If the Engineer pool has thinned and live success is being driven by sub-threshold fills, lowering to 75 may not hurt EV. Board call.
  6. Window of Opportunity — confirm the must-fill mandate and item-liquidation policy. Per board guidance, WoO cannot be blocked from completion (§1.2). The open calls are operational, not whether to run it: (a) confirm who liquidates the item drops and on what cadence (~$87M typical — §2.2), and (b) accept that NEXUS fills it CPR-blind and will not grade it until CrimeHub weights surface. "Stop spawning" is off the table.
  7. TornStats / YATA onboarding mandate. Members not in TornStats are invisible to the CPR roster and decision engine. Is onboarding a join requirement, a soft expectation, or an ignored gap? A formal policy unlocks every downstream analysis.
  8. Decision-engine refresh trigger. The decision engine covers only BtB and BFtP. Clinical Precision is now gradable — extend the engine to it (and the L1 scope factories), or fork per scenario? Recommend extend.
Cross-Reference
→ OC Decision Engine (tier-routed action tree) → OC CPR Roster (per-member threshold grade) → New Member Guide