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
| Source | Notes |
|---|---|
| Raids | Common drop from most raid types |
| Online Sales purchases | Buyable with Currency |
Routing
At the Loot Sorting Station, player routes each food item to one of two destinations:
| Destination | Result |
|---|---|
| Pantry → Pantry | Stored for daily upkeep consumption |
| Sell → Online Sales | Converted to Currency |
Spending
| System | Cost |
|---|---|
| Daily upkeep | Auto-consumed from Pantry each day per raccoon |
| Training | Trash + Food |
| Breeding | Trash + 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.
Links
Open Questions
- Daily food consumption rate per raccoon
- Starvation consequences (stat debuffs? desertion? death?)
- Food sell price at Online Sales