20 racetracks with more under development. Camps were also introduced in 2008, allowing players to establish communities in addition to the towns on the game map. Camps can grow food, harvest water, build weapons, repair vehicles, etc. Web interface Through the web-interface the players can manage the recruiting, finances and the gang's vehicle garage. Characters can be trained in combat and non-combat skills such as driving, gunnery, mechanic, scouting, first aid, handguns, etc. which adds role-playing video game elements to the game. It is also worth mentioning that character death in Darkwind is permanent. In addition to perma-death Darkwind has a complex injury system with long-term (broken bones) and permanent (limb-loss). Amusingly characters can lose more limbs than they physically have, such as losing a leg 5 times. However, this severely limits their lifespan. Replacing dead gang members is easy, however, making it usually just a minor setback. Many of the aspects of Darkwind run to a realworld timescale. It takes days or weeks for the players' characters to heal from their injuries; it takes hours or days to repair/upgrade vehicles, and it takes hours to travel between towns. This makes strategic decisions carry real importance, and gameplay aspects such as trading take real time and effort, which allows them to work properly as part of the dynamic economy. The availability of hardware in the markets is directly related to what scrap loot players sell off. If wilderness pirates are not kept beaten down on a regular basis, for example, then rare chassis types and weapons will not be easy to find except through combat. The players' characters can die of old age. Sometimes they will die as early as 30 years old (game age). Injuries and other factors can affect their lifespan and is noticeable by a degradation of physical statistics (Strength, Dexterity, Speed) as well as a "General Health" tagline such as "Weakening" or "Deteriorating Fast" to help the player know which of his characters are suffering from early-onset death. In-game years pass every 12 real life weeks. Plans included the implementation of a carefully developed economic model based on systems dynamic simulations. It was planned that the control and distribution of key resources would underpin a realistic, dynamic economy, providing real opportunities for trade to be used as a gameplay strategy, and control of key resources to be used as part of long term feuds and warfare.