WARDOGS WIKI · ECONOMY
Money & Persistent Cash
WARDOGS begins each player with $10,000. Weapons, gear, utility and vehicles are paid for, team actions can earn money, and your balance persists across matches. This page is the index for the whole economy system.
Starting cash$10,000
Cash statePersists
EarnRevives
EarnTransport
EarnObjective
Bonus areaHot Zone
Economy at a glance
Money guide index
How to Make MoneyRevives, objective pressure, transport and repeatable earning routes.EarningCash PersistenceWhy bad purchases affect later matches and how bankroll discipline works.Core mechanicLogistics MoneySupport, supplies and transport as an economy path.Support rolePilot MoneyAircraft cost, passenger value and repeatable air transport.Air role
How the money loop connects
1 · BuyChoose the kit or vehicle for a real task
2 · DeployReach useful team activity
3 · EarnRevive, transport or control
4 · PersistCarry the result forward
Officially confirmed earning routes
| Action | Why it matters |
|---|---|
| Reviving squadmates | Keeps friendly presence alive while earning cash |
| Transporting friendlies | Converts vehicle use into team and economy value |
| Controlling the objective | Links the win condition directly to money |
| Hot Zone activity | Adds a double-cash opportunity, with higher risk |
Spending checklist
- What is my job this life?
- How much of the bankroll am I risking?
- Can this purchase produce team value quickly?
- Can I afford the rebuy if this life ends early?
- Would a cheaper tool solve the same problem?