Skip to content
CS2Apps

CS2 economy simulator

What can your team afford after a 3-round loss streak?

Pick win/loss/bomb-plant for each round of the half. Watch the per-player wallet evolve and see what tier of buy (full / force / half / eco) the team can afford each round.

Half 1 — round outcomes

MR12 means each half is 12 rounds. Toggle each round to see how the economy evolves.

ROutcomeLoss streakWallet at startTier afforded
1Pistol$800Pistol round
2$800Eco round
3$4,050Force buy
4$7,300Full buy
51$8,700Full buy
62$10,900Full buy
7$14,150Full buy
81$15,550Full buy
9$16,000Full buy
101$16,000Full buy
112$16,000Full buy
12$16,000Full buy

Buy tier reference

  • Full buy

    Rifle + full armor + helmet + nades + (defuser CT). $4,500–$5,000.

  • Force buy

    Galil/FAMAS + armor + a couple nades. ~$3,000.

  • Half buy

    SMG + armor + a flash. Max economic upside before full-buy.

  • Eco round

    Save. Maybe a P250 or upgrade pistol. Spend $300 max.

  • Pistol round

    $800 starting cash. Glock/USP + helmet OR full nades.

Equipment per player

  • AK-47 (T)

    $2,700

    T flagship rifle. One-shot HS.

  • M4A4 (CT)

    $3,100

    CT default rifle.

  • AWP

    $4,750

    Most expensive primary.

  • Galil (T eco)

    $1,800

    Force-buy rifle.

  • Full armor + helmet

    $1,000

    Always buy on full-buy.

  • Defuser (CT)

    $400

    Required for every retake.

  • Full nades

    $800

    Smoke + flash + molly.

  • MP9 / MAC-10 (eco SMG)

    $1,250

    Half-buy starter.

How CS2 economy works: winning a round pays $3,250 to every player. Losing pays $1,400 on the first loss, then +$500 each consecutive loss to a max $3,400 (after 5 straight losses). Bomb-plant on a loss adds $300 per T-side player. Pistol round (1, 13) starts everyone at $800. Full-buy threshold is roughly $4,500/player; under that, the team has to make a force-vs-eco decision. Wallet caps at $16,000.