Game guide

GREYHAVEN FIELD MANUAL · MASTER PLANS / 10

MASTER PLANS.
CHOOSE THE AMBITION.
BUILD THE LEGACY.

A Master Plan is a long-form, city-spanning ambition. It connects operations, contacts, company freight, markets, crew dependencies, and district access into milestones that unlock a committed finale and permanent authored history.

FIELD MANUAL · IN-GAME PREVIEW

SEE MASTER PLANS BEFORE YOU COMMIT.

MASTER PLANAUTO PLAYING
A Greyhaven operator building a long-term city-spanning plan
CHOOSETHE STREET CROWN · ACTIVE
01CHOOSE

Choose the ambition that defines your operator.

A Master Plan names a criminal fantasy and the city-scale outcome you want to leave behind.

AmbitionPower · access · control · legacyMilestonesSolo · market · crew · districtFinaleCommit · reveal · aftermath
BUILDSIdentityLegacyAccessCosmeticsHistory

TWO HORIZONS · ONE STRATEGIC PROMISE

PERSONAL AMBITION OR WEEKLY CREW PLAN.

Both formats make ordinary play meaningful preparation, but their timing, roster, and finish conditions are intentionally different.

PERSONAL MASTER PLAN

Build across multiple sessions.

Choose an enduring criminal fantasy, advance authored phases and Spotlight activities, secure missing dependencies, then commit the accumulated preparation to a finale.

HORIZON
Multi-session
IDENTITY
One operator ambition
FINISH
Prepared capstone
WEEKLY SEASON MASTER PLAN

Build one week around a real Crew.

Assemble three to five operators, use the one eligible weekly roster slot, prepare plan tracks against visible threats, and finish through a generated Crew Operation before the window closes. There is no solo fallback.

HORIZON
One Season week
ROSTER
3–5 operators
FINISH
Crew Operation

THE LONG GAME

FIVE PHASES TURN PROGRESSION INTO A STORY.

  1. 01Choose

    Select the criminal fantasy and city-scale outcome that should define this chapter of your operator.

  2. 02Prepare

    Complete visible prerequisites through operations, research, contacts, company freight, and equipment.

  3. 03Depend

    Secure the player supply, specialist roles, district access, and obligations the finale genuinely needs.

  4. 04Commit

    Lock accumulated preparation into a climax with readable risks, outcomes, and irreversible story choices.

  5. 05Legacy

    Archive the achievement, identity, collections, knowledge, and city history while seasonal competition renews.

AMBITION

One fantasy gives every move direction

Milestones explain why a job, course, asset, contact, or crew dependency matters to the story you chose.

CONNECTED

No single system can finish it

Markets, operations, ownership, development, people, and districts become useful dependencies rather than parallel checklists.

PERMANENT

The city cycle changes—not your identity

Knowledge, Cred, achievements, collections, and authored history remain. Competitive Cycle position can renew without a progress wipe.

WHAT THE FINALE REWARDS

POWER HAS A HISTORY, NOT JUST A NUMBER.

  • Permanent achievement and Chronicle history.
  • Identity, cosmetic, and collection rewards.
  • New access, contacts, and authored opportunities.
  • Legacy recognition without selling competitive power.

MASTER PLAN SYSTEM BRIEFING

SEE SPOTLIGHTS, ROSTERS, THREATS, AND THE CREW FINALE TOGETHER.

The Operations briefing distinguishes personal and weekly Season plans and shows how both connect to Dynamic, Crew, and Signature Operations.

Open Master Plans →

KNOW THE SYSTEM. CHOOSE YOUR MOVE.

TURN THE GUIDE INTO A BUILD.

You do not need to memorize Greyhaven before entering it. Start with one direction and let the connected systems teach the rest.