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Working

Working is the simplest, most reliable income in Imperix. You take a job at a company, spend Stamina, and earn a wage.

What Value
Stamina per shift 10
Cooldown between shifts 3 hours
Realistic shifts per day about 8
Experience per shift +1

Work is gated by a personal 3-hour cooldown. After you work, you wait for the timer before working again. It’s the same for everyone: a per-player timer, not something a company can shorten. Because Stamina regenerates fast (+1 every 6 minutes) and a shift only costs 10, the cooldown is what actually paces your income, not the Stamina bar.

The employer sets the wage (the minimum any job can advertise is 10). What lands in your wallet is the wage minus a few deductions:

Deduction Typical rate Goes to
Income tax around 10% (set by law) Your home country
Work tax around 10% (set by law) The country that holds the region you work in
Unit cut 5% Your military unit treasury (only if you’re in one)

Income tax and work tax are set by each country’s elected government, so the exact percentages change with politics and with where you work. If you are serving a court penalty, an extra fine is taken on top until it clears.

  • Companies compete for labour by offering wages; you choose where to work.
  • Your shift is a production input, so employers and workers need each other. Each distinct worker who clocks in raises that company’s output by 10% that day, up to a maximum of 10 employees (a full crew doubles production).
  • Running your own company is a separate path from working for one. Both earn you income; both can level you up.

Wages fund the rest of your play: equipment for war, food to keep fighting, or capital to build a company of your own. See Companies and production for how that labour becomes goods, and Regions and resources for how location changes what a company is worth.