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.
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:
Upgrades
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
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:
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
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.