Fill Lower Level Citizen orders with your starting guns and mods
From the startThe Class I Weapon Permit starts in your Display Case, and a Lower Level Citizen always comes with a gun order on days 1 and 4. Combine the Nestfire Compact and Liberator 3D Printed Pistol pistols and mods you start with until they beat the order, then hand the gun over on the Negotiation Counter. The limits are the daily customer cap and how many guns you hold.
Before opening, add a Firearm Neon Sign to the Display Case, where the Class I Weapon Permit already is.
- The Class I Weapon Permit is already in the Display Case at the start. Taking it out stops its regular daily roll for Lower Level Citizen gun buyers; the guaranteed visits on days 1 and 4 still happen.
- Before market adjustments, the first permit starts at 50%. Each day this Display Case roll does not produce a buyer raises it to 75%, then 100%; a buyer from this roll resets it. Market swings adjust the result.
- The Firearm Neon Sign calls a gun seller with a 40% chance, rolled after the permit buyers. If the day's customer cap is already used up, the seller does not come.
When a gun buyer arrives, read the order's base and bonus requirements. A stat equal to the number is not enough; it has to be higher.
- Each achieved bonus adds to the reward, but missing a base requirement prevents handover. For a service order, repair or modify the gun the customer brings, even if you own guns. Base fees before adjustments are 30–40 at the first tier, 60–70 at the second and 100–110 at the third; bonuses and qualifying parts are extra.
- When the order names a caliber, only a gun of that exact caliber is accepted.
For a regular delivery order, pick the base gun. You start with two units of Nestfire Compact, one Good and one Poor, and two units of Liberator 3D Printed Pistol, one New and one Poor.
- Condition changes every stat: New +30%, Excellent +15%, Fair -15%, Poor -30%.
- The Good Nestfire Compact beats the base requirements of most Lower Level Citizen orders as it is.
- You also start with one unit of Gun Parts. Using it on a Poor Nestfire Compact or Liberator 3D Printed Pistol always raises the condition by one step.
Add mods for the stats that fall short: Red Dot Sight for accuracy, Improved Internal Springs for reliability, .22 Magazine or High Capacity .22 Magazine for firepower, and Suppressor or Laser Sight for style.
- The Makeshift Red Dot Sight and the Toy Laser Pointer lower reliability and style, and the Makeshift Suppressor lowers style, reliability and ergonomics. Check the order's numbers before fitting them.
- A gun has 3 special slots. The same special part cannot be fitted twice, and High Durability Internal Springs cannot be combined with Improved Internal Springs.
- More mods are sold on Wednesdays by the Security Requisition Officer (Red Dot Sight, Laser Sight, Compensator and Suppressor, each often in stock, while Security reputation is 20 or more) and on Thursdays by the Retired Gunsmith (Improved Internal Springs often; High Capacity .22 Magazine, Pistol Auto Sear and most other mods sometimes).
Put the finished gun on the Negotiation Counter to hand it over.
- The reward is fixed and cannot be haggled. On days when weapon and firearm prices are up, the reward is higher too.
After the handover, the buyer may also buy ammunition or a melee weapon. Keep some .22 SR Ammunition or .22 SR Ammunition (Non-Lethal) and a melee weapon in stock for this.
- The more bonus requirements you met, the likelier the extra purchase. Ammunition is bought only in the caliber of the gun you delivered.
- The ammunition budget comes from the value of the delivered gun, mods included.
- .22 SR Ammunition (Non-Lethal) is bought as .22 SR ammunition too. You start with 5× .22 SR Ammunition and 6× .22 SR Ammunition (Non-Lethal).
If you cannot meet an order, start to send the buyer away: they turn into a melee weapon buyer instead. Sell them one if you have it.
Always keep at least one gun of the buyer's tier in hand.
- Without a gun of that tier, an extra roll before the normal order selection often makes it a service order. A service order can still be picked by the normal selection, even while you own a gun.
- A service order pays the current value of the parts you fit and the repair parts that actually improved the gun. Failed repair parts are used up and not paid.
Related Wild's Network upgrades
Weapon Permit IUnlocked from the start and issues the Class I Weapon Permit. Below 0 Security reputation, an officer is sent to revoke it; it is removed at the end of that conversation if reputation is still below 0.
Related items
Class I Weapon PermitKeep it displayed: it is what brings the Lower Level Citizen gun buyers.
Nestfire CompactThe Good one passes most first-tier base requirements without mods.
Red Dot SightRaises accuracy and style without lowering anything, so it earns accuracy bonuses.
Improved Internal SpringsRaises reliability for orders that ask for it.
High Capacity .22 MagazineRaises firepower and style, at a small cost to ergonomics.
Firearm Neon SignDisplayed in the Display Case, it calls sellers of guns and gun mods.
.22 SR AmmunitionThe ammunition that buyers of your .22 SR guns buy after the handover.
Gun PartsEach successful repair raises a gun's condition by one step. On the Liberator 3D Printed Pistol and the Nestfire Compact it always succeeds; on other guns it can fail and is still used up.
Related customers and events
Lower Level CitizenBrings the first-tier gun orders while the Class I Weapon Permit is displayed, and comes for sure on days 1 and 4. On day 2 one also comes to sell a Nestfire Compact in Poor or Fair condition.
Security Requisition OfficerComes on Wednesdays while Security reputation is 20 or more, selling mods and 10mm Ammunition.
Tips
- The starting store has 2 daily slots from attractiveness; permit buyers use these slots, in addition to the scripted visits on days 1 and 4. Use the Janitorial Service every night. From a clean storefront before Store Renovation I, skipping 2 consecutive nights reduces the attractiveness slots to 1, and skipping 3 leaves none. Reputation, location perks, nights out and vandalism also affect the actual cap.
- Going out after closing can cost you up to one normal customer the next day; Short Sleeper prevents this.
- An order that names only a caliber and asks for your best gun pays the gun's full value with mods, plus half of it on top. Fit your best mods for it.
- On day 2 a Lower Level Citizen comes to sell a Nestfire Compact, sometimes with mods and ammunition too. Buy it as another base gun, but it is Poor or Fair and falls short of orders that need firepower above 17 (a Fair one has exactly 17). For those orders, repair it to Good with Gun Parts or fit a .22 Magazine first.
- The main delivery trade starts on day 1. After replenishing your starting stock, move on to Weapon Permit II for Mercenary orders and later Weapon Permit III for Upper Level Citizen orders. Keep the guns needed for orders before selling spares through the Display Case.