145mill/month @500k each, 10 trains daily,
Looking to maximize my stats gains, prefer a music store but will accept any company. Current stats are:
Manual labor 903
Intelligence 810
Endurance 1,196
Total 2,909
Njordhavvarrgrm [3907938] Level 22 JUX Lite JUXL Member
From the 19 newest archived posts.
Likes as archived at fetch time, adjusted for how long each post had been up. Scored posts only; the full score pass runs after the import.
145mill/month @500k each, 10 trains daily,
Looking to maximize my stats gains, prefer a music store but will accept any company. Current stats are:
Manual labor 903
Intelligence 810
Endurance 1,196
Total 2,909
Let’s talk about the current state of our Private Island logistics. Right now, most of us are running the standard Cessna upgrade, but from both a gameplay efficiency and a "common sense" aviation perspective, it’s time to push for the Learjet.
Here is why the Learjet is the superior choice for a serious smuggler’s paradise:
## 1. The "Aviation Realism" Factor
For those who know even the basics of flight, seeing a prop plane depart a high-end private island for a cross-continental smuggling run is jarring. A Cessna 172 or similar light aircraft—even with every conceivable modification—is physically limited by fuel capacity and engine stress.
Realistically, a Cessna is maxed out at roughly 6,000 miles. Pushing a prop plane to do the heavy lifting for an international empire feels like using a golf cart to haul freight. A Learjet fits the aesthetic of a high-tier PI; it represents the speed and range required for the distances we are actually covering.
## 2. Efficiency and Logistics
In Torn, time is the only resource you can't truly buy more of. While the Turbo Prop is a step up from the basic fleet, it still lacks the raw "sprint" capability of a jet.
* **Reduced Travel Time:** Every minute saved in the air is a minute spent back in the city generating rehab, training, or managing stocks.
* **Safety and Stealth:** In the world of smuggling, speed is your best defense. A jet gets you in and out of hostile airspace significantly faster than a prop plane ever could.
## 3. The Prestige of the Private Island
The PI is the pinnacle of Torn housing. It’s a statement of wealth and power. Equipping it with a Turbo Prop is like putting budget tires on a supercar. If you’ve invested the billions required to own and maintain an island, your transport should reflect that. A Learjet isn't just a luxury; it’s the proper tool for the job.
**Bottom Line:** We need to stop settling for "good enough" props. For the sake of our flight times and our sanity as players who appreciate a bit of realism, it’s time to make the Learjet the standard for PI travel.
*What do you guys think? Are you tired of watching the prop spin, or are you staying ch
eap on fuel?*
Company Type: Cartel Command / Syndicate Headquarters
Faction Requirement: Faction must be Gold Rank or higher
Faction Limit: Restricted to 1 company per Faction
Startup Cost: $15,000,000,000 ($15B)
Core Output: 150 Xanax per week (distributed via company director/specials)
Primary Focus: Energy efficiency, drug rehab/addiction mitigation, overdose risk reduction, and high-tier medical supply logistics.
Max Employees: 10 Employees
Primary Work Stat: Intelligence
Secondary Work Stat: Endurance
| Position | Required Primary (INT) | Required Secondary (END) | Daily Stat Gain |
| Chemist | 100,000 | 50,000 | +70 INT / +35 END |
| Smuggler | 75,000 | 75,000 | +50 INT / +50 END |
| Logistics Manager | 50,000 | 100,000 | +35 INT / +70 END |
| Security Chief | 40,000 | 80,000 | +25 INT / +50 END |
1-Star Perk: Overdose Precaution (Passive)
Effect: Reduces the chance of a drug overdose by 25% and reduces the duration of hospital time served if an overdose occurs by 50%.
3-Star Perk: Rehabilitation Protocols (Job Point Ability)
Cost: 1 Job Point
Effect: Reduces drug addiction by 10 points per redemption (similar to Flower Shop / Cruise Line specials).
5-Star Perk: Adrenaline Infusion (Job Point Ability)
Cost: 1 Job Point
Effect: Converts job points directly into energy (+5 Energy per Job Point).
7-Star Perk: Hyper-Metabolism (Passive)
Effect: Increases maximum base Energy cap by +25 and increases natural Energy regeneration rate by 10%.
10-Star Perk: Xanax Logistics Syndicate (Passive / Weekly Yield)
Effect: Produces 150 Xanax per week directly into the company stock vault upon reaching 10-star rating (requiring full 100% company efficiency).
High Barrier to Entry ($15B + Gold Faction): The extreme $15B startup cost and Gold+ Faction prerequisite ensure that this company acts as a major money sink and a prestigious asset reserved for top-tier competitive factions.
1 Per Faction Cap: Prevents single players or massive rich alliances from monopolizing multiple syndicates, forcing strategic coordination within the faction holding the slot.
Economic Trade-off: Providing 150 Xanax per week injects ~$125M–$135M value into the faction ecosystem weekly. At a $15B startup cost, it takes roughly 2.2 to 2.5 years of peak 10-star performance to break even on initial capital outlay alone, ensuring it doesn't destabilize the global drug market while rewarding high-level organization.
Error parsing 'integrity' attribute ('sha512- bLT0Qm9VnAYZDflyKcBaQ2gg0hSYNQrJ8RilYldYQ1FXQYOCLtUjuuRuZo+fjqhx/qtq/1itJ0C2ejDxltZVFg=='). The hash algorithm must be one of 'sha256', 'sha384', 'sha512', or 'ed21159', followed by a '-' character.
Proposal: Bitcoin Quick-Spend Wallet (1m Cap)
The idea is to add a small “crypto wallet” feature that allows players to carry up to $1,000,000 worth of funds for instant use. This balance would be separate from wallet cash, safe from mugging, and intended only for quick daily expenses — company stock orders, employee wages, energy refills, medicals, etc.
Players would top up the wallet from their vault or bank once per day, like loading a prepaid card. Because it’s capped at 1m, it wouldn’t replace carrying cash for large purchases, nor would it undermine the mugging economy. It’s simply a quality-of-life feature for covering basic transactions without having to constantly risk cash or make repeated bank trips.
To maintain balance, the wallet could include a small transaction tax (1–2%) or daily volatility in value to fit Torn’s risk-based economy. The point is not to remove danger, but to reduce unnecessary friction for routine gameplay while keeping high-value transactions risky.
Njordhavvarrgrm [3907938]
WORK STATS
Manual labor: 8,025
Intelligence: 26,531
Endurance: 23,651
-------
Total: 58,207
Looking for a job that pays
Company Type: Cartel Command / Syndicate Headquarters
Faction Requirement: Faction must be Gold Rank or higher
Faction Limit: Restricted to 1 company per Faction
Startup Cost: $15,000,000,000 ($15B)
Core Output: 150 Xanax per week (distributed via company director/specials)
Primary Focus: Energy efficiency, drug rehab/addiction mitigation, overdose risk reduction, and high-tier medical supply logistics.
Max Employees: 10 Employees
Primary Work Stat: Intelligence
Secondary Work Stat: Endurance
| Position | Required Primary (INT) | Required Secondary (END) | Daily Stat Gain |
| Chemist | 100,000 | 50,000 | +70 INT / +35 END |
| Smuggler | 75,000 | 75,000 | +50 INT / +50 END |
| Logistics Manager | 50,000 | 100,000 | +35 INT / +70 END |
| Security Chief | 40,000 | 80,000 | +25 INT / +50 END |
1-Star Perk: Overdose Precaution (Passive)
Effect: Reduces the chance of a drug overdose by 25% and reduces the duration of hospital time served if an overdose occurs by 50%.
3-Star Perk: Rehabilitation Protocols (Job Point Ability)
Cost: 1 Job Point
Effect: Reduces drug addiction by 10 points per redemption (similar to Flower Shop / Cruise Line specials).
5-Star Perk: Adrenaline Infusion (Job Point Ability)
Cost: 1 Job Point
Effect: Converts job points directly into energy (+5 Energy per Job Point).
7-Star Perk: Hyper-Metabolism (Passive)
Effect: Increases maximum base Energy cap by +25 and increases natural Energy regeneration rate by 10%.
10-Star Perk: Xanax Logistics Syndicate (Passive / Weekly Yield)
Effect: Produces 150 Xanax per week directly into the company stock vault upon reaching 10-star rating (requiring full 100% company efficiency).
High Barrier to Entry ($15B + Gold Faction): The extreme $15B startup cost and Gold+ Faction prerequisite ensure that this company acts as a major money sink and a prestigious asset reserved for top-tier competitive factions.
1 Per Faction Cap: Prevents single players or massive rich alliances from monopolizing multiple syndicates, forcing strategic coordination within the faction holding the slot.
Economic Trade-off: Providing 150 Xanax per week injects ~$125M–$135M value into the faction ecosystem weekly. At a $15B startup cost, it takes roughly 2.2 to 2.5 years of peak 10-star performance to break even on initial capital outlay alone, ensuring it doesn't destabilize the global drug market while rewarding high-level organization.
LOOKING FOR CANDLE SHOP, WILLING TO ACCEPT 0 PAY, NEED THE ENERGY FOR MY 20% BOOST TO GYM GAINS BOOK
Honestly this shoots torn out the water, makes so much more sense and hella fun
Yeah let's go!!!
Let’s talk about the current state of our Private Island logistics. Right now, most of us are running the standard Cessna upgrade, but from both a gameplay efficiency and a "common sense" aviation perspective, it’s time to push for the Learjet.
Here is why the Learjet is the superior choice for a serious smuggler’s paradise:
## 1. The "Aviation Realism" Factor
For those who know even the basics of flight, seeing a prop plane depart a high-end private island for a cross-continental smuggling run is jarring. A Cessna 172 or similar light aircraft—even with every conceivable modification—is physically limited by fuel capacity and engine stress.
Realistically, a Cessna is maxed out at roughly 6,000 miles. Pushing a prop plane to do the heavy lifting for an international empire feels like using a golf cart to haul freight. A Learjet fits the aesthetic of a high-tier PI; it represents the speed and range required for the distances we are actually covering.
## 2. Efficiency and Logistics
In Torn, time is the only resource you can't truly buy more of. While the Turbo Prop is a step up from the basic fleet, it still lacks the raw "sprint" capability of a jet.
* **Reduced Travel Time:** Every minute saved in the air is a minute spent back in the city generating rehab, training, or managing stocks.
* **Safety and Stealth:** In the world of smuggling, speed is your best defense. A jet gets you in and out of hostile airspace significantly faster than a prop plane ever could.
## 3. The Prestige of the Private Island
The PI is the pinnacle of Torn housing. It’s a statement of wealth and power. Equipping it with a Turbo Prop is like putting budget tires on a supercar. If you’ve invested the billions required to own and maintain an island, your transport should reflect that. A Learjet isn't just a luxury; it’s the proper tool for the job.
**Bottom Line:** We need to stop settling for "good enough" props. For the sake of our flight times and our sanity as players who appreciate a bit of realism, it’s time to make the Learjet the standard for PI travel.
*What do you guys think? Are you tired of watching the prop spin, or are you staying ch
eap on fuel?*
The house of Babble and associated Misfits
No idea mate, that's what the code was listed as in my Dev Tools in my browser, torn won't load no matter the browser I use, something with the Handshake process is causing an integrity error so it won't load, but legit any other website works fine
Error parsing 'integrity' attribute ('sha512- bLT0Qm9VnAYZDflyKcBaQ2gg0hSYNQrJ8RilYldYQ1FXQYOCLtUjuuRuZo+fjqhx/qtq/1itJ0C2ejDxltZVFg=='). The hash algorithm must be one of 'sha256', 'sha384', 'sha512', or 'ed21159', followed by a '-' character.
Still for sell?
Buying max number of daily trains in large batches, current stats
Look to enhance intelligence and endurance
Njordhavvarrgrm [3907938]
WORK STATS
Manual labor: 2,599
Intelligence: 17,985
Endurance: 15,830
Njordhavvarrgrm [3907938]
WORK STATS
Manual labor: 1,028
Intelligence: 15,866
Endurance: 13,195
Pigeons are loyal little legends that always find their way home and mind their own business, while crows are loud, sneaky jerks that remember grudges and stare at you like they’re plotting your downfall.
Njordhavvarrgrm [3907938]
WORK STATS
Manual labor: 1,028
Intelligence: 15,866
Endurance: 13,195
Njordhavvarrgrm [3907938]
WORK STATS
Manual labor: 1,028
Intelligence: 15,866
Endurance: 13,195
Buying trains, I have a goal of 25k in each
145mill/month @500k each, 10 trains daily,
Looking to maximize my stats gains, prefer a music store but will accept any company. Current stats are:
Manual labor 903
Intelligence 810
Endurance 1,196
Total 2,909
Proposal: Bitcoin Quick-Spend Wallet (1m Cap)
The idea is to add a small “crypto wallet” feature that allows players to carry up to $1,000,000 worth of funds for instant use. This balance would be separate from wallet cash, safe from mugging, and intended only for quick daily expenses — company stock orders, employee wages, energy refills, medicals, etc.
Players would top up the wallet from their vault or bank once per day, like loading a prepaid card. Because it’s capped at 1m, it wouldn’t replace carrying cash for large purchases, nor would it undermine the mugging economy. It’s simply a quality-of-life feature for covering basic transactions without having to constantly risk cash or make repeated bank trips.
To maintain balance, the wallet could include a small transaction tax (1–2%) or daily volatility in value to fit Torn’s risk-based economy. The point is not to remove danger, but to reduce unnecessary friction for routine gameplay while keeping high-value transactions risky.
Is it worth buying 6 billions worth of the stock just to get 80mill?