> 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/game-overview/interns.md).

# Interns

Interns are the core earning asset in Cash City. They're acquired through gacha-style packs and seated at desks in your Firms. Each Intern has a rarity tier that determines its Efficiency, and your Efficiency determines your share of the network's $CASH emissions.

***

## Acquiring Interns

Interns are acquired from **Intern Packs**, which cost **200 $CASH** each. Every pack contains one Intern with a randomly determined rarity. Your firm's level affects the drop rates — higher-level Firms have better odds of pulling rare Interns.

Each Firm purchase also includes **1 free Intern Pack**.

***

## Rarity & Efficiency

Every Intern has a fixed Efficiency value based on its rarity. Higher-Efficiency Interns earn proportionally more $CASH.

<table><thead><tr><th width="120">Intern</th><th>Name</th><th>Rarity</th><th>Efficiency</th></tr></thead><tbody><tr><td><p></p><p><img src="/files/eBHAJK5dPSveTVYil9Dq" alt="" data-size="original"></p></td><td>Pelosi</td><td>Common</td><td>100</td></tr><tr><td><p></p><p><img src="/files/546W1ZPMuN9Yd71Pw8T4" alt="" data-size="original"></p></td><td>Gensler</td><td>Uncommon</td><td>300</td></tr><tr><td><p></p><p><img src="/files/cSpiMZLuUP1OvM76GKXQ" alt="" data-size="original"></p></td><td>CZ</td><td>Rare</td><td>500</td></tr><tr><td><p></p><p><img src="/files/h0Tu2YcsSYj2BF7xEKLP" alt="" data-size="original"></p></td><td>Finkelstein</td><td>Epic</td><td>2,000</td></tr><tr><td><p></p><p><img src="/files/kfGUupYGAP6dAb7xQipA" alt="" data-size="original"></p></td><td>Epstein</td><td>Legendary</td><td>6,000</td></tr><tr><td><p></p><p><img src="/files/zNx18NPTszqGH18yS85K" alt="" data-size="original"></p></td><td>Trump</td><td>Mythic</td><td>20,000</td></tr></tbody></table>

A **single Mythic Intern** produces the same efficiency as **200 Common Interns**. Rarity matters.

***

## Drop Rates by Firm Level

Your Firm's level directly impacts the probability of pulling higher-rarity Interns. Common drop rates decrease while rare+ rates improve as you upgrade.

| Intern      | Rarity    | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
| ----------- | --------- | ------- | ------- | ------- | ------- | ------- | ------- |
| Pelosi      | Common    | 45%     | 44%     | 43%     | 42%     | 41%     | 40%     |
| Gensler     | Uncommon  | 30%     | 29%     | 28%     | 27%     | 26%     | 25%     |
| CZ          | Rare      | 15%     | 16%     | 17%     | 18%     | 19%     | 20%     |
| Finkelstein | Epic      | 7%      | 7.5%    | 8%      | 8.5%    | 9%      | 9.5%    |
| Epstein     | Legendary | 2.5%    | 2.8%    | 3.1%    | 3.4%    | 3.7%    | 4%      |
| Trump       | Mythic    | 0.5%    | 0.7%    | 0.9%    | 1.1%    | 1.3%    | 1.5%    |

At Level 6, you have a **1.5% chance** of pulling Mythic Intern Trump — triple the Level 1 rate. Over many packs, this compounds significantly.

***

## Expected Value per Pack

At a Level 1 Firm, the average Efficiency per Intern Pack breaks down as follows:

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

The expected Efficiency per pack from a Level 1 firm is **\~600**. This means on average, each pack adds 600 Efficiency to your total — though individual results will vary widely due to the high variance of rare pulls.

***

## Seating Interns

Interns only generate $CASH when **seated at a desk**. Unseated Interns sit in your inventory and contribute nothing to your earnings.

Each desk holds one Intern. To seat an Intern, assign it to an open desk slot in any of your firms. You can rearrange seating at any time — if you pull a higher-rarity Intern and your desks are full, swap out your lowest performer. Swapping Interns will cause you to lose the current Intern at the desk.

***

## Strategy Notes

{% hint style="info" %}
You can only store 32 epochs of emissions (8 hours) per Intern before they stop earning $CASH. You must claim your Interns at least once every 8 hours to keep them earning $CASH perpetually.
{% endhint %}

**Seat everything.** Even Common Interns (100 efficiency) contribute to your earnings. An empty desk is a waste. Fill all desks first, then optimise by replacing lower-rarity Interns as you pull better ones.

**Upgrade for better odds.** If you're opening a lot of packs, upgrading your Firm before pulling improves your expected return. The jump from 0.5% to 1.5% Mythic chance across many packs is substantial.

**Chase variance.** The value distribution is heavily top-weighted. A single Mythic pull (20,000 efficiency) is worth more than 33 Common pulls combined. The pack system rewards volume — the more you open, the more likely you are to hit a life-changing pull.


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