Summary

Food is the daily upkeep consumable. Station-local storage — lives in the Pantry or gets sold at Online Sales. Food is the load-bearing constraint of the economy: raccoons must eat, and running out means starvation.

Acquisition

SourceNotes
RaidsCommon drop from most raid types
Online Sales purchasesBuyable with Currency

Routing

At the Loot Sorting Station, player routes each food item to one of two destinations:

DestinationResult
PantryPantryStored for daily upkeep consumption
SellOnline SalesConverted to Currency

Spending

SystemCost
Daily upkeepAuto-consumed from Pantry each day per raccoon
TrainingTrash + Food
BreedingTrash + Food

Economy Balance

Food creates the core pressure loop: more raccoons = more food needed = more raids required = more risk. Selling food for currency is tempting but dangerous — starving the crew has consequences.

Open Questions

  • Daily food consumption rate per raccoon
  • Starvation consequences (stat debuffs? desertion? death?)
  • Food sell price at Online Sales