Every rate below is read live from the track registry — this table cannot drift from the game because it is the same data the game runs on.
| Track | Completed act | EXP |
|---|---|---|
| Production | shift completed | 12 |
| Production | npc shift completed | 8 |
| Production | maintenance performed | 6 |
| Trade | trade executed | 10 |
| Management | contract settled | 25 |
| Finance | loan repaid | 20 |
| Information | survey published | 15 |
Three rules behind the table
- EXP is for COMPLETION, not for starting. A worked shift, not a hire; an executed deal, not a posted order; a REPAID loan, not a taken one.
- A real counterparty is required. Shifts for your own company and self-dealing rings earn zero — the system sees them and refuses, visibly.
- EXP does not depend on the amount. A tiny deal and a huge one teach the same; the level measures deeds, not capital — wealth does not level faster.
Quality speeds it up
Quality multipliers are machine-checkable act properties, and their product is capped — good work accelerates, it never replaces doing the work.

