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STREET GUIDE/SOCIAL & COMBAT

Gangs (Families)

The families that run the city: facilities, treasuries, and wars.

Nothing in Crime City scales like a family. A gang is a shared treasury, a set of facilities and upgrades that buff every member, a private robbery board, and an army when things turn violent. Going the season gangless is playing on hard mode.

Creating & joining

Founding a gang costs $10,000 and 500 respect. Size is set by the headquarters level: 5 members at the start, growing to 25 at HQ level 4.

There are two ways in, and only the leader (or their heir) can answer either. They can invite any gangless gangster in the city - no introduction needed - and cancel that invite later. Or you can apply: open the gang list on the Gang page, hit Apply on a crew that is recruiting, and write them a few words. Your application lands in the leader's and the heir's mail, and they accept or deny it from the Recruitment Desk. You can have up to 5 applications open at once, and withdraw any of them.

Roles & succession

The leader runs everything. They can quietly name an heir - the heir gets management powers (inviting, kicking), but their identity stays secret from the rest of the family, because succession is a security matter: if the leader is permanently killed, the heir inherits the gang.

No heir? Then the crown is up for grabs: if a surviving killer belongs to the same gang, they seize it — a hostile takeover from inside. Otherwise an heirless leader's death tears the gang down. Leadership can also be handed over peacefully.

Name an heir
An heirless gang is one bullet away from belonging to its most ambitious member - or to nobody.

The gang bank

The treasury holds cash and $CRIME. It fills three ways: member donations, casino and facility income, and an automatic 5% cut of every gang robbery take. Leadership can pay cash out to members freely; dispatching gang $CRIME burns a 10% fee. Everything in the vault funds the upgrades, facilities, and rentals below.

Vault tiers on the public profile

Every gang has a public profile page - gang names on the leaderboard, player profiles, and the gang directory all link to it. Rivals never see the vault's real numbers there: each of the three vaults shows a coarse tier label instead. This is what each label actually admits to the city:

TierBalance
Empty Coffersunder $100,000
Loose Change$100,000 - $499,999
Slush Fund$500,000 - $1,999,999
War Chest$2,000,000 - $9,999,999
Crime Syndicate$10,000,000 - $49,999,999
Federal Reserve of Crime$50,000,000+
TierBullets
Dry0
Ammo Box1 - 999
Gun Locker1,000 - 4,999
Armory5,000 - 14,999
Arsenal15,000 - 49,999
Ammunition Empire50,000+
Tier$CRIME
No Stash0
Shoebox Stash1 - 999
Token Stash1,000 - 9,999
Crypto Vault10,000 - 49,999
Whale Wallet50,000 - 249,999
Degen Dynasty250,000+

Upgrades

UpgradeMax levelWhat it does
Headquarters4Member cap: 5 -> 25.
Robbery Strategy5+2% gang robbery money per level.
Training Protocol5+10% training gains per level for every member.
Legal Team5-10% jail sentences and bribe prices per level.
Special Crimes Playbook5-2% Heist/OC/MOC cooldown per level.
Crime Council3Your gang can keep one extra robbery session open per level - 4 running in parallel at max.
Pit Crew5Shorter racing cooldowns and more races per day.
Medical Wing5-10% hospital time per level.

Every upgrade below the top of its tree is bought with cash from the gang bank. The last two levels of every tree are not: they cost half the cash a normal level of that size would, plus 5,000 $CRIME for the second-to-last level and 10,000 $CRIME for the last one. Both halves come out of the gang treasury - the cash bank and the $CRIME bank - never out of the buyer's own pockets, and the $CRIME is burned rather than banked by anyone.

Cash arrives on its own: the 5% robbery tithe pays in whether or not anyone is playing well, so a patient gang used to reach every max level by simply waiting. $CRIME has to be earned against every other sink competing for it, which is what makes the top of a tree a decision instead of a countdown.

Facilities

FacilityCostWhat it does
Bullet Factory$3,000,000Produces bullets around the clock - 50 per game hour (15 real minutes) at level 1 up to 200 at level 5, with a storage cap and a serious daily upkeep. The private armory behind every real war effort.
Casino$3,000,000Host one game - blackjack, roulette, numbers, or punto banco - set the limits, and bank the house edge into the treasury. See Casino for the player side; keep the bankroll funded or an unlucky payout destroys it.
Chop Shop$2,000,000Steals cars into a shared gang garage automatically, one every 20 minutes at level 1 down to every 10 minutes at level 5 - better condition, stronger vehicle-tier mixes, and more garage slots as it levels. Upkeep and upgrade costs climb with the output, so every level pays for itself in roughly the same time.
Sabotage Den$2,000,000Unlocks five escalating team sabotage operations against rival gangs. Daily upkeep rises from $25,000 at level 1 to $400,000 at level 5 - see Sabotage.

Every gang facility except the Casino carries daily upkeep from the gang bank: Bullet Factory, Chop Shop, and Sabotage Den. The Casino instead depends on its cash and optional $CRIME bankrolls. Each facility is billed every Crime City day; a facility whose payment cannot be covered pauses without generating unfunded output, while affordable facilities stay online. Any facility can be sold back for half its purchase price. Rival gang sabotage can knock one facility offline for a full game day.

Rentals

Rentals are 6-hour buffs bought from the treasury, each in a small or big size - city services a family hires by the shift:

  • Adrenaline Supply - every member's stamina regenerates 1.75x (or 2.5x) faster.
  • Street Enforcers - +5% (or +10%) robbery and assault power for the whole family.
  • Informant Network - warns members about incoming sabotage, can reveal anonymous attackers, and adds +5% or +10% defense against anonymous gang sabotage.
  • Crusher - members feed stolen cars in and get bullets out, with 1,000-car or 3,000-car capacity.

Gang rank & wars

Families are ranked by rank points, and the first thing to understand is what they measure: what your crew has done, not what your crew owns. A vault stuffed with cash is worth nothing on the board. Points are minted one action at a time, and every one of them is stamped with the member who earned it.

Almost anything criminal or violent scores something - but the actions are nowhere near equal, and the gaps between them are enormous. Loudest to quietest:

ActionWeightHow it scales
KillsEnormousNothing else is close - a single kill outweighs a long night of everything below it put together. It scales with the LEVEL of whoever died, so putting down a made name is worth many times putting down a beginner, and the bullets you burned add a little on top. A backfire that kills the attacker pays the defender's family on the same scale; simply surviving an attempt pays a trace.
Mega OCHugePaid to every participant, scaled by how cleanly the job ran, with a bonus on top when the whole crew flies one set of colours.
Organized CrimeBigThe same shape, a tier down.
HeistsSolidThe same shape again, at the entry tier - still worth more than most of what follows.
Facilities & upgradesScales with the spendPermanent gang purchases score in proportion to the money that leaves the vault, so a facility is worth far more than a small upgrade. Rentals score nothing - they are temporary.
Gang SabotageSolidOne flat, respectable award per successful operation against a rival family.
Gang beatingsModerate, per headEvery member who turns out for a winning gang beating scores, so a full turnout stacks up fast.
Beating a rivalModerateWins only, and only against somebody outside your own family.
Personal SabotageModerateA successful hit on a rival player, worth about what a beating is.
Race winsModerate to smallPink slips and serious pots are worth several times a training run or a small pot, and a fuller grid pays a little more either way. Only the winner scores.
Gang robberiesSmall, per headScored on the stamina each member committed - at a better rate than the same stamina spent alone, and paid to every member on the job, so a full crew multiplies it.
Solo jobs & car theftSmallScored on the stamina spent, and the smallest thing on this list per action. It is also the only one every member can do all day, so it is the floor a family stands on. Event-day jobs are worth extra while they last.
Jail bustsTinyA token award for pulling somebody out.

Three rules decide whether an action counts at all. It has to work - a failed robbery, a lost fight, a botched sabotage and a race you did not win are all worth zero. It has to be aimed outward - beating, killing or sabotaging somebody in your own colours scores nothing, so there is no farming your own people. And it has to be an action: money itself never scores. Drug runs, stock trades, building rents, market flips and casino profit are all worth zero points, and so is pure training. None of that is wasted - it is what pays for the bullets, the cars and the facilities - but it only reaches the board through what you spend it on.

Crew jobs are the one exception to "it has to work": once a job goes off it always pays something, and the outcome decides how much. The three tiers are also deliberately balanced against their own cooldowns, so none of them earns any faster than the others over a week of play. Run the biggest job your crew can actually staff, not the one with the richest-looking payout.

The board only ever climbs. Nothing you do subtracts points, with a single exception: sell a facility and the points that purchase earned are taken straight back off, because you no longer own the thing you were credited for.

Contribution: who actually gets paid

Every point is filed twice - under the member who earned it, and under the family they were flying for at that moment. That ledger does two jobs. On a gang's public profile it names the crew's top contributors, so the city can see who is carrying whom, though never by how much. And at the season close it splits the money: a family's prize is divided between its members in proportion to what each of them contributed, not evenly and not by rank.

So a seat in a winning family is not a payday by itself. Lurking on a top crew earns the badge and none of the prize, and the members who generated the score take the shares. Points are stamped to a gang at the moment they are earned, so leaving takes nothing off your old family's total - but the claim on the money follows the earner, which means a leader who kicks the crew before the bell still owes them their splits.

The violent side of gang life - coordinated gang beatings and Sabotage wars - is covered in its own chapters.

Dissolution

Disband and it all burns
When a gang dissolves MID-SEASON - disbanded by its leader or torn down after an heirless leader's death - the treasury is not distributed. Cash, bullets, cars, and the entire gang $CRIME balance are destroyed. Plan succession like it's money, because it is.

What happens at the end of the season

The season close is the one dissolution that does not burn the $CRIME. Cash, bullets, cars and every facility still die with the gang, but whatever $CRIME is left in the treasury is paid out to the gang leader - minus the same 10% fee a normal dispatch costs, so waiting is never cheaper than paying people properly.

It goes to the leader, not back to the members who donated it. A treasury funded by five people lands entirely on one of them. If the money in your vault belongs to your crew, dispatch each share before the close; afterwards there is no way to split it.

Leaders: settle up before the clock runs out
The game warns you for the last week of every season - in the chat panel, on your dashboard, and on the Treasury tab itself. When it stops warning you, the decision has already been made for you.
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