Is your word filter for sale?
I like how you can express, taking 10 time less space.
Btw., as far as I know the contribution is wealth*crime.
For example (using arbitrary numbers):
Tile A: high wealth 3000 + low crime 10% -> 0.1*3000 = 300
Tile B: low wealth 1500 + high crime 50% -> 0.5*1500 = 750
Between the two the low wealth one will be contributing more.
Naturally, the most would come from high wealth + high crime. (so the notion was about wealth*crime=gear)
Or... wait a minute... are you saying they will keep all above the base cut (eg. as if on a low wealth tile) in their pockets?!
Aka: High wealth 3000 + low crime 10% ->
(low wealth=1500)*0.1=150 send to boss
(high-low wealth=1500)*0.1=150 will keep ?
Huh, actually, that's somehow fitting. Depends, if wealth is constant, then high wealth tiles are more valuable from the long run. So it's not bad idea to better protect them. One can squeeze only so much from low wealth as the crime grows in time. Would make it also easier to orient, as you pointed out. On the other hand, this can harm the gang in the shorter term and would probably require to keep separate budget on a tile as well as overall gang level.
So yeah, we're musing in a bubble, while Daithi has the whole gang AI to think of.
For a brief moment though, let's just pretend it's somehow viable. In that case the first pitch I would think of [how to vary equipment across time as well as tiles] is that on the top gang level the base value of a gear per troop can be estimated as
base_value_of_gear_per_troop_unit =
gang_equipment_budget / number_of_troops_weighted_by_rank
(like on a plane, whales taking more and expensive seats).
On the level of individual tiles, however, they will add to this an addition modifier being function of wealth (+0 at low wealth), so on various tiles their gear per troop can be slightly different:
final_value_of_gear_per_troop_unit =
base_value_of_gear_per_troop_unit +
tile_equipment_budget [= C * (tile_wealth - low_wealth) * crime_rate] / number_of_tile_troops_weighted_by_rank.
So if you have an equipment table for each gang and each rank to determine gear for ranges of the final_value_of_gear_per_troop_unit variable, the game will just calculate this value, look the gear up and assign at the time we go on a mission...
Not sure how danger level fits. Right now, number of enemies aside, it buffs levels as well as stats (at least there is a hp multiplier?). Buffing is ok, just not sure what means, whether it's a tile effect like wealth or something based on or influencing local gang activities like crime, etc... Is it somehow set first and then kept constant, or changes - based on what?
I'm writing this book called "The art of derailing threads". Good exercise.
Still remotely related to pacing I suppose... What isn't though...