> For the complete documentation index, see [llms.txt](https://docs.cashcity.fun/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.cashcity.fun/economy/packs.md).

# Pack Economics

Cash City has three pack types, each serving a different role in your strategy. Understanding their expected value helps you decide where to allocate your $CASH.

***

## Intern Packs — 200 $CASH

The primary growth engine. Each pack yields one Intern with a random rarity.

**Expected efficiency per pack (Level 1 firm): \~600**

| Rarity    | Efficiency | Drop Rate | EV Contribution |
| --------- | ---------- | --------- | --------------- |
| Common    | 100        | 45%       | 45              |
| Uncommon  | 300        | 30%       | 90              |
| Rare      | 500        | 15%       | 75              |
| Epic      | 2,000      | 7%        | 140             |
| Legendary | 6,000      | 2.5%      | 150             |
| Mythic    | 20,000     | 0.5%      | 100             |
| **Total** |            | **100%**  | **600**         |

At baseline assumptions (10,000 active Interns, 10M daily emissions), each unit of Efficiency earns roughly **0.139 $CASH per day**. That puts the expected daily return of one Intern pack at approximately **83.4 $CASH**, giving an average payback period of around **2.4 days**.

This is intentionally fast early in the game's life — it drives aggressive reinvestment and fills the trading floor quickly.

{% hint style="info" %}
Intern Packs are the most consistent return on investment for most players. When in doubt, buy Intern Packs.
{% endhint %}

***

## Advisor Packs — 1,000 $CASH

The scaling play. Each pack yields one Advisor with a global percentage boost.

**Expected boost per pack: \~3.93%**

The value of an Advisor Pack depends entirely on your current total Efficiency:

| Your Efficiency | Expected Daily Return | Payback Period |
| --------------- | --------------------- | -------------- |
| 10,000          | \~55 $CASH            | \~18 days      |
| 50,000          | \~273 $CASH           | \~3.7 days     |
| 100,000         | \~546 $CASH           | \~1.8 days     |
| 500,000         | \~2,730 $CASH         | \~0.4 days     |

Advisor Packs are negative EV for small players and massively positive EV for whales. A player with 500,000 Efficiency recoups the cost of an Advisor Pack in under **10 hours**.

{% hint style="warning" %}
Don't buy Advisor Packs until you have a meaningful Efficiency base. For most players, this means having at least several Firms full of Interns before Advisors become worth the 1,000 $CASH price tag.
{% endhint %}

***

## Consumable Packs — 25 $CASH

The micro-optimisation layer. Each pack yields one 24-hour boost (flat or multiplier).

**Consumable value scales with the intern you apply it to:**

| Applied To                 | Expected Daily Boost | Net EV vs Cost |
| -------------------------- | -------------------- | -------------- |
| Common Intern (100 Eff)    | \~6.7 $CASH          | **Negative**   |
| Epic Intern (2,000 Eff)    | \~16.7 $CASH         | **Breakeven**  |
| Mythic Intern (20,000 Eff) | \~87.6 $CASH         | **Positive**   |

Consumables are only worth buying if you have high-rarity Interns to apply them to. On Common or Uncommon Interns, the expected boost doesn't cover the 25 $CASH pack cost within the 24-hour duration.

**Optimal play:** Stockpile consumables from Daily Crates and only buy additional packs when you have Legendary or Mythic Interns to boost.

***

## Summary: Where to Spend

| Pack Type  | Cost  | Best For                        | When to Buy           |
| ---------- | ----- | ------------------------------- | --------------------- |
| Intern     | 200   | Everyone — core growth          | Always                |
| Advisor    | 1,000 | Whales — efficiency multiplier  | After 50k+ Efficiency |
| Consumable | 25    | Targeted boosts on rare interns | When you have Epic+   |

The economy is designed so that Intern Packs are the default spend for the majority of players, Advisor Packs become the endgame pursuit for scaled operations, and Consumables are a secondary optimisation layer rather than a primary investment.


---

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