Joe Wild's contacts

Upgrades in Wild's Network

Wild's Network holds the upgrades Joe Wild sells once your shop starts doing well: 34 services with documented effects, priced from 100 to 1,000 Credits, that add suppliers, customers, protection and whole new trades. Prices are one-off, but five services also charge a nightly fee while they run.

The Wild's Network window with the Wild's Fixers service open at 350 Credits, beside rows of upgrades for Referral, Favor, Informant, Supplier, Service and Gunsmith
The window shows your Credits and Wild's Favor at the top, with each upgrade's price under its icon.
34services with documented effects
100–1,000Credits at base price
5services with a nightly fee
15%off at +100 Lower Levels standing

How buying from Wild works

Who sells it

Joe Wild runs the neighbourhood's insurance and knows everyone worth knowing. His number, 8376, is on his business card, and if you never call he drops by to remind you.

Joe Wild's page →

One-off prices

You pay a service's Credit price once. The figures here are base costs, and upgrades cost 50% more on Thin Margins, so go by the number in the window.

Nightly fees

Inspection warnings, Wild's Fixers and the three referral deals keep billing you for every night you use them.

Locked entries

A listed service is not always on sale, so check its prerequisites and remaining uses. Advanced services stay hidden until the shop is paid off, and the Makeshift Reactor perk hides both power services for that run.

Service register

Grouped by what you are trying to do, with each service's in-game type under its name.

ServiceCreditsWhat it doesNeeds
Open a new trade7
Each one hands over a starter kit and brings a contact to your shop.
Water Trading
Referral
300 Gives you a Water Trading Starter Kit at once, and a Water Trader starts visiting. Water guide → —
Retired Winemaker
Referral
200 Gives you a Winemaking Starter Kit at once. The winemaker arrives the next day, then weekly with supplies and equipment. Wine guide → —
Retired Farmer
Referral
350 Gives you a Hydroponic Starter Kit at once. The farmer arrives the next day, then weekly with seeds and equipment. Farming guide → —
Retired Gunsmith
Referral
650 Gives you a Gunsmith Starter Kit at once. The gunsmith arrives the next day, then weekly with gun mods and ammo. Gunsmith guide → —
Ranching
Referral
750 Gives you a Rat Ranching Starter Kit at once, and a Rat Rancher visits once a week. Rat guide → —
Retired Chemist
Referral
1,000 Gives you a Chemist Starter Kit at once. The chemist arrives the next day, then weekly with chemical supplies and equipment. Chemistry guide → —
Ruined Machine Scrapping
Referral
300 Sends a Junker to teach you to scrap ruined machines for parts. The launch build does not offer this trade yet. —
Add a supplier6
Introductions come with a business card, so you can call the supplier yourself.
Red Imp Brewery
Introduction
200 Puts you in touch with the brewery's sales rep for a steady beer supply. —
Lower Levels Chemist
Introduction
250 A direct line to a chemist making cheap but illegal drugs for recreational and medical use. —
Upper Level Pharmacist
Introduction
300 Reaches an Upper Levels pharmacy's Inventory Manager for legal, hard-to-source medication. —
GP Mining Coop
Introduction
250 Lets you order large amounts of mineral ore from the coop's leader. Furnace guide → —
Jackson Investment I
Supplier
400 Permanently raises Dr. Jackson's budget and stock, and he always carries Modules. Dr. Jackson → —
Jackson Investment II
Supplier
650 Raises his budget and stock again, with additional Modules always available. Jackson Investment I
Bring in more customers9
Traffic, display space and better-paying work.
Buyer Referral Service
Referral
200 Wild sends buyers your way, and more customers notice items in the display case. Nightly fee
Seller Referral Service
Referral
200 Wild sends sellers your way. Nightly fee
Criminal Networking
Referral
350 Sends high-budget contraband buyers and grants a little Black Market reputation, on a 3-day cooldown. Nightly fee
Marketplace Requests
Service
250 Lets you browse and fill buyer requests, which usually pay above market value. Events and requests → —
Showcase Expansion I
Service
200 More display room and one more Display Case customer per day. —
Showcase Expansion II
Service
500 Further display room and another daily Display Case customer. Showcase Expansion I
Store Renovation I
Service
500 Modest renovations add 150 base attractiveness. —
Store Renovation II
Service
750 Substantial renovations add another 150. Store Renovation I
Store Renovation III
Service
1,000 Transformative renovations add a further 150. Store Renovation II
Deal with Security7
Warnings, clean-up and the permits that make weapons legal.
Inspection Early Warning Service
Informant
300 An informant warns you of regular inspections, though not surprise ones. Inspections → Nightly fee
Wild's Fixers
Informant
350 Fixers silence witnesses and clear evidence Security has not collected, so suspected crime falls faster. Nightly fee
Evidence Removal
Informant
500 Destroys collected evidence and tampers with any open investigation. 14-day cooldown
Clemency
Favor
250 Turns one contraband find that would mean prison into a warning. You can buy it again after use. —
Weapon Permit I
Permit
300 Legal trade in low-level firearms and ammo. Permit rules → 20 Security for delivery
Weapon Permit II
Permit
600 Legal trade in mid-level firearms and ammo. Weapon Permit I, 50 Security for delivery
Weapon Permit III
Permit
900 Legal trade in high-level firearms and ammo. Weapon Permit II, 80 Security for delivery
Cut running costs5
Rent, power and water at the shop itself.
Rent Grace
Favor
100 Lets one missed rent payment roll into next week's, and it can be rebought once spent. —
Power Line Hijack
Service
300 Taps someone else's solar panel, which makes your nightly Power Service free. —
Commercial Grade Power Supply Unit
Service
350 The Recharger and PowerBloc charge 100% quicker. —
Gutterflow On Tap
Service
250 Connects your water line to a sewer for unlimited Gutterflow, with purity that changes daily. Water guide → Water Trading
Rustwater On Tap
Service
350 Connects an industrial discharge pipe for unlimited Rustwater, again with daily purity swings. Gutterflow On Tap

Where to spend first

New product lines

Water Trading, Retired Winemaker and Ranching each bring a starter kit and a visiting supplier, from 200 Credits.

Keeping Security away

Early warnings, Wild's Fixers, Evidence Removal and Clemency cover notice, clean-up and a last reprieve.

More customers

Start with the Buyer and Seller Referral Services, Showcase Expansion I and the first two Store Renovations.

Rent trouble

Rent Grace is the cheapest entry at 100 Credits, and it buys you a week when cash runs short.

Standing, insurance and free help

The faction reputation meters with a Security Department record listing suspected criminal activities open in front of them
Lower Levels is the leftmost meter, and it decides both Wild's discount and what his insurance costs you.
15% off

Pillar of the Lower Levels

At +100 Lower Levels standing, Joe Wild and Dr. Jackson both drop their prices.

2× cost

Insurance

His daily subscription covers goods against theft, and his men return a stolen item by morning. It doubles at −60 Lower Levels standing, and at −60 Black Market standing he refuses you.

7 days

Free favors

If your money keeps falling across a seven-day window, Wild turns up unasked with a few favors at no charge.

Also on the price list

Fifteen more entries carry a base cost. Most sit behind another unlock, and the notes below cover what is known about them.

ServiceCreditsNotes
Aquaculture 400 Needs Water Trading. Adds a weekly equipment and roe supplier plus a starter kit. Aquafarming guide →
Aquaculture II 1,200 Needs Aquaculture. Larger fish join the supplier and two young eels arrive at once.
Plant Genetics 1,250 Needs the Retired Farmer. Adds the DNA Manipulator and its disks. Farming guide →
Vending Machine 1,200 Installs a powered machine that sells your stock.
Vending Fountain 1,200 A separate unlock from the Vending Machine.
Wild's Fixers II 450 Next tier of Wild's Fixers.
Wild's Fixers III 550 Top tier of Wild's Fixers.
Minor Shareholder: GP Mining Coop 900 —
Minor Shareholder: Lower Levels Chemist 1,440 —
Minor Shareholder: Red Imp Brewery 1,450 —
Minor Shareholder: Upper Level Pharmacist 2,500 —
Upgraded Dossier 300 —
Upgraded Trash Can 300 —
Monday's Special Stock 1,250 —
Hypertech Smuggler 2,500 —
.

Sources.