> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-advanced-gang/playing/upgrades.md).

# Camp tiers

Climb five camp tiers in CAS Advanced Gang System: the default ladder, the challenges each tier asks for, the intended pace and buying a tier.

A camp climbs five tiers. Each tier is **paid for from the treasury** and **earned** through challenges. The **Upgrades** tab shows every tier with its price, what it unlocks and a meter for each challenge.

## The default ladder

| Tier | Name                 | Cost    | Roster | Stash | Unlocks                                                                |
| ---- | -------------------- | ------- | ------ | ----- | ---------------------------------------------------------------------- |
| I    | Wild Camp            | Free    | 8      | None  | Campfire, Leader's Tent, Ledger Table, the treasury                    |
| II   | Established Camp     | $2,500  | 14     | 300   | Supply Wagon (the stash), Sleeping Tents, Lookout Post, Hitching Posts |
| III  | Fortified Stronghold | $12,000 | 20     | 750   | Medical Tent, Crafting Bench, Palisade, Camp Lanterns                  |
| IV   | Outlaw Bastion       | $35,000 | 28     | 1400  | Armoury Rack, Moonshine Still, Drying Rack, Horse Corral               |
| V    | Frontier Dominion    | $90,000 | 36     | 2400  | Gang Strongbox, Blacksmith's Forge, Powder Store, Alarm Bell           |

## Challenges

| Challenge        | What counts                                                                                                    |
| ---------------- | -------------------------------------------------------------------------------------------------------------- |
| `members`        | Riders on the roster                                                                                           |
| `heldDays`       | Days since the camp was founded                                                                                |
| `treasuryEarned` | Money paid in over the camp's life, less money drawn out                                                       |
| `stashLaidIn`    | Goods laid in over the camp's life, less goods taken out or spoiled                                            |
| `structures`     | Structures standing now                                                                                        |
| `contestsHeld`   | Contests the camp has seen off (see [Territory](/script-documentation/cas-advanced-gang/playing/territory.md)) |

Upgrades and upkeep are the gang spending what it earned, so they don't lower the meters. Only taking money or goods back out does.

The meters on the tab and the check the server runs come from the same table. A full meter is never refused, and a refusal names the challenge that falls short.

## The pace

For a gang of about a dozen playing most evenings, the defaults work out to:

* tier II in a few days,
* tier III in two to three weeks,
* tier IV in a month or more,
* tier V in a season.

`heldDays` puts a floor under every tier that money can't skip. `contestsHeld` can't be farmed alone: it needs rivals to ride onto your ground and leave again. Every target is one number in `Config.Tiers`, so a smaller server can lower the whole ladder. See [Camp tiers and challenges](/script-documentation/cas-advanced-gang/configuration/tiers.md).

## Buying a tier

Buying needs `upgradeBuy`. Tiers are bought one at a time, and never while the camp owes upkeep. Every member on the server is told.

After buying, the placing tool hands you **one of each** new structure in a guided run, so the upgrade shows in the world at once. This only happens in camp. Buy from far away and you're told to ride back.
