Guide

Economy and crews guide

Every part, car and share in Street Racers 2 is bought, sold and fought over by players. This guide covers how money moves through the world and how crews take control of cities.

Gold, Gems and Energy

  • Gold is the money of the world. You earn it from races, market sales, contracts and dividends, and spend it on cars, parts, repairs, licences and shares.
  • Gems buy time, never power: faster deliveries, pills and boosts, Master Overhauls. You can buy them, and the game also hands out a limited number for free.
  • Energy limits how much you drive. Travelling to another city costs 1 Energy, and a race costs more the higher the class of the car. Energy refills over time on the server.

Guests can race and build a career right away. The market, the dealership, shares, the Black Market and crews open once you register, which you can do at any time without losing progress.

Earning from races

Races are free to enter. Every race wears your car and parts, and the Gold it pays is a multiple of that wear, so a more valuable build earns more per race and keeps paying for its own repairs. Duel wins also earn XP, and levels bring skill points and access to higher classes.

The dealership and class licences

New cars and parts come from the dealership, and stock is spread across the six cities: each item is on sale in one city at a time, and sold-out items come back over time, often somewhere else. The All cities view lets you search every dealership and travel to the one that has what you need. Bought items are delivered after a waiting time, which Gems can skip.

Class E is open to everyone. Each higher class needs a licence, bought once with Gold when you reach the required level:

ClassLevelLicence
E1Free
D520,000 Gold
C1060,000 Gold
B16200,000 Gold
A22600,000 Gold
S251,500,000 Gold

City markets

Players sell to each other on the market, and every listing belongs to the city where it was posted. You can browse listings anywhere, but you can only buy in the city you are standing in, so travel is part of trading: buy where a part is cheap and sell where it is scarce.

The seller pays a fee of 5% of the price (at least 50 Gold), and that Gold leaves the economy for good. It keeps prices honest and stops the world drowning in Gold.

Salvage

Any car or part you do not have fitted can be salvaged for a small amount of Gold, even a retired one. Worn-down items return less, and Forced parts return 20% more for every level above 1, which gives back part of what you spent reaching that level.

Manufacturer shares and dividends

The car makers of SR2 are on a stock exchange. When you buy shares, 90% of what you pay goes into the maker's research, and so does 90% of the money from its dealership sales. Research levels up the maker's products.

Shareholders collect Gold dividends on a weekly cycle. The dividend fund is fed by the maker's dealership sales, tournament entry fees in its class, repairs on its parts and cars, VIN homologation fees and share sales. You can sell shares back to the treasury at 90% of the current price.

Tournaments and the underground

Every day at 00:00 UTC a new sanctioned tournament opens in the next city on the rotation, with a separate single-elimination bracket for each class from E to S. You pay an entry fee once for Round 1, each round lasts 24 hours, and winners move on automatically at no extra cost. Cars from the Black Market with an unregistered VIN are refused here until you homologate them, which costs a quarter of the car's dealership price and needs the matching class licence.

Underground tournaments are the illegal alternative: one player hosts a bracket in a city, every entry fee goes into the pot, and unregistered cars are welcome. Each contested bracket raises the city's police attention. A raid seizes the pot and catches one racer: an unregistered car is confiscated, a registered one comes back badly damaged, and the driver stays in jail until a 1,000 Gold fine is paid, with their name on the Wall of Shame for three days.

Crews and city control

Any registered player can found a crew or apply to join one. A crew starts at level 1 with room for 5 members and gains one slot per level.

  • The Vault: members donate Gold and Medals into a shared Vault. When it holds enough, the crew levels up automatically (50,000 Gold and 25 Medals per level, times the current level). The leader can split the Vault's Gold equally between all members.
  • Turf wars: every duel a member wins in a city counts for the crew there. The crew with the most wins controls the city, as long as it has at least 3 members. Ties go to the crew that got there first.
  • Market tax: while your crew controls a city, 1% of every market sale there is paid into your Vault. The game issues this Gold itself, so buyers and sellers pay nothing extra.
  • Turf reset: when the daily tournament rotation returns to a city, its win counts reset and control is up for grabs again. With six cities, each contest lasts six days.
  • Seasons: each day, the crew whose members earned the most Medals scores an Honor Point. After 15 days, every member of the crew with the most points gets a prize: a free car (20%), or a part already Forced to level 3 (20%), level 2 (20%) or level 1 (40%).

To see how cities connect and what each one specialises in, read about the six cities. For the racing side, see the race physics and tuning guide.

Start trading and racing today.