Rent Grace
- Category
- Favor
- Official description
- Wild will convince the Landlord that if you missed a rent payment, it's acceptable to pay the missing rent together with the next week's rent. This is a one time favor.
On this page
How it works
Lets you skip one rent payment you can't afford (the debt carries over). Without it, failing to pay rent ends the run. Price Gouge and Mark Up start with one. On Thin Margins (150) and Red Ink (200) you start without it, so it is cheap insurance worth getting early. After using it you can buy it again 15 days later, at double the previous price each time.
Thin Margins, Red Ink
What it does
If you miss one rent payment, the run goes on and the unpaid rent is added to the next payment.
Rating
A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop.
Buy it when the condition in the reason applies, such as stock waiting for buyers, crime building up or batteries running short. Until then, put the money into your current business.
On Thin MarginsStarts unowned and costs 150 before discounts. Raise its priority before a harvest-dependent rent date; this is an A-level safety purchase when rent is genuinely at risk.
On Red InkStarts unowned and costs 200 before discounts. Buy before the missed payment, while reserving the cash needed to avoid carrying an even larger bill forward.
Ratings by specialization
- ApprenticeBRecommended time to buy: Mid game
- Rating
- A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop.
- Rating
- A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop.
- FenceBRecommended time to buy: Mid game
- Rating
- A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop.
- Rock BottomARecommended time to buy: Early game
- Rating
- A zero-cash opening has no spare stock or normal rescue to count on; this is valuable insurance once survival cash can fund it.
- Hydroponic FarmerARecommended time to buy: Mid game
- Rating
- A crop can still be growing when rent is due. Protect the waiting period without treating the next harvest as already-paid cash.
- GunsmithARecommended time to buy: Early game
- Rating
- Starting cash is below starting rent, and an unfinished order is not payment. Keep the reserve while completing funded orders.
- ChemistARecommended time to buy: Early game
- Rating
- Contract materials and crime control compete with rent; this can prevent one cash-timing failure, but never rescues a fatal delivery.
- Rat WranglerBRecommended time to buy: Mid game
- Rating
- A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop.
- AquafarmerARecommended time to buy: Early game
- Rating
- The small starting cash reserve must support living stock before harvest. A rent buffer is useful, but feed and power still need cash.
| Specialization | Rating |
|---|---|
| Apprentice | BRecommended time to buy: Mid game A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop. |
| Water Merchant | B A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop. |
| Fence | BRecommended time to buy: Mid game A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop. |
| Rock Bottom | ARecommended time to buy: Early game A zero-cash opening has no spare stock or normal rescue to count on; this is valuable insurance once survival cash can fund it. |
| Hydroponic Farmer | ARecommended time to buy: Mid game A crop can still be growing when rent is due. Protect the waiting period without treating the next harvest as already-paid cash. |
| Gunsmith | ARecommended time to buy: Early game Starting cash is below starting rent, and an unfinished order is not payment. Keep the reserve while completing funded orders. |
| Chemist | ARecommended time to buy: Early game Contract materials and crime control compete with rent; this can prevent one cash-timing failure, but never rescues a fatal delivery. |
| Rat Wrangler | BRecommended time to buy: Mid game A broad safety reserve against a missed rent payment. It carries the debt into the next bill instead of removing it, so it buys recovery time rather than repairing an unprofitable shop. |
| Aquafarmer | ARecommended time to buy: Early game The small starting cash reserve must support living stock before harvest. A rent buffer is useful, but feed and power still need cash. |
Recommended time to buy
Early game
Undiscounted unlock price on Mark Up: 100. If not already held, buy before a risky rent date. It is consumed after use, repurchase has a cooldown, and repeated purchases become more expensive.
Price
No perk
- Price Gouge
- 100
- Mark Up
- 100
- Thin Margins
- 150
- Red Ink
- 200
Wild's Favorite
- Price Gouge
- 90
- Mark Up
- 90
- Thin Margins
- 135
- Red Ink
- 180
On Wild's Bad Side
- Price Gouge
- 110
- Mark Up
- 110
- Thin Margins
- 165
- Red Ink
- 220
Pillar of the Lower Levels
- Price Gouge
- 85
- Mark Up
- 85
- Thin Margins
- 128
- Red Ink
- 170
Wild's Favorite + Pillar of the Lower Levels
- Price Gouge
- 76
- Mark Up
- 76
- Thin Margins
- 115
- Red Ink
- 153
On Wild's Bad Side + Pillar of the Lower Levels
- Price Gouge
- 94
- Mark Up
- 94
- Thin Margins
- 140
- Red Ink
- 187
| Price Gouge | Mark Up | Thin Margins | Red Ink | |
|---|---|---|---|---|
| No perk | 100 | 100 | 150 | 200 |
| Wild's Favorite | 90 | 90 | 135 | 180 |
| On Wild's Bad Side | 110 | 110 | 165 | 220 |
| Pillar of the Lower Levels | 85 | 85 | 128 | 170 |
| Wild's Favorite + Pillar of the Lower Levels | 76 | 76 | 115 | 153 |
| On Wild's Bad Side + Pillar of the Lower Levels | 94 | 94 | 140 | 187 |
Favor pays first; the rest is cash.
Price of the first purchase.
Requirements and unlocks
- Requires
- None
Buying again
Kept until used. After it's used, you can buy it again 15 days later.
Each purchase multiplies its base price by 2.
You start with one on Price Gouge and Mark Up.