Participating servers may accept, accumulate, and redistribute $SST.
A participating server keeps full control of local cash, property, vehicles, and businesses. It accepts $SST as payment, accumulates it in a treasury, and redistributes it to players — payroll, events, bounties, and other payouts.
Onboarding is deciding how that city will take $SST in, hold it, and put it back into play.
Partner agreement. One page. Server keeps its local economy and names a treasury officer. The city sets when the window is open.
Treasury model. Cities buy $SST, accept it, hold it, and pay it back out. Accept, accumulate, redistribute — that is the whole kit.
Acceptance menu. Each server publishes what $SST buys locally: city cash, a business license, housing deposit, vehicle voucher, or job access.
Rate card. The server sets the price in $SST and publishes it so players can plan a hop.
Ongoing use. Menus favor repeat spends: license renewals, import fees, housing holds, event entry, business stakes, and player-to-player settlement.
Agreement template, a live menu with a repeat spend, and a published rate card — then the city goes on the public list.
Start with two servers that already work well together. One can be larger. One can stay small enough for staff-assisted spends while the loop is proven.
Stand up. Sign the agreement. Publish the menu and rate. Brief staff. Open a ledger: player, $SST received, local item granted, $SST paid out, server, timestamp.
Go live. Players bring $SST they hold. Staff accept it against the menu and pay $SST out where the city wants incentives live.
Success looks like: a player spends $SST in City A, spends again in City B, and both staffs keep the window open. Track four numbers: $SST taken in, $SST paid out, local value delivered, repeat spenders.
With two cities running cleanly, open the network conversation.
Once two cities are live, package what they used.
Server kit. Framework-agnostic spec first (QBCore / ESX / custom later). Core tools: accept $SST, hold a treasury, redistribute $SST to players, admin controls, audit log.
Player side. One place a player can see $SST balance and every live menu in the network — so a hop is planned, not guessed.
Onboarding packet for owners. A working call: what the city keeps, what players receive, how the treasury works, how payouts run.
A kit a competent server developer can install, plus a live onboarding call.
Open the list. Add cities in small batches — three to five at a time — so every menu stays current.
Who to approach. Mid-size RP servers with real economies and active players. Lead with a working rail: a balance that spends in this city, and in the next city after that.
Public directory. Participating servers, live menus, and rates. Status stays current.
Demand. Recurring local offers plus network-wide uses: cross-city settlement, listings, event access.
A public list of live cities with active menus. Repeat spend is the measure of a healthy network.
GTA 6 is a demand spike for a rail that already works on V — and a clean moment for players to convert what they built.
On participating V servers, a player can forfeit cars, houses, and city cash back to the city. The treasury pays $SST in exchange. On participating GTA 6 servers, that $SST is accepted for a foothold: cash, access, housing, or a starting kit on that city's menu.
Publish the V forfeiture rates and the GTA 6 acceptance menus together, so a player can see the whole path before they turn anything in.
Control of the menu. Each city chooses what $SST buys — cash, licenses, housing, vehicles, access — and at what rate.
A treasury that works both ways. Take $SST in from players. Pay $SST out for events, payroll, incentives, and GTA V asset forfeiture.
Arrivals with a stake. New players show up ready to participate. Players who explore another city still have a reason to come home.
Participating servers may accept, accumulate, and redistribute $SST.
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