Crime CityStreet GuidePlay Now
STREET GUIDE/THE BASICS

The Gangster

Your character: stats, resources, and what keeps you alive.

Every season resets your gangster to the same starting line: $1,000 in your pocket, 50 tickets, and a city that has forgotten your round progress. Your account name remains, but the stats, cash, and reputation are rebuilt inside the new round. Your gangster is the sum of four core stats, a handful of trade skills, and the resources you burn to act.

Core stats

StatWhat it does
StrengthRaw muscle. Drives your power in Beatings and fights.
ResistanceHow much punishment you soak before the Hospital gets you.
IntelligenceBrains for the bigger jobs - planning, crimes, the subtle work.
CharismaPresence. Opens mouths and doors that stay shut for others.

All four grow through Training & University and successful crimes, and together with your wealth they feed your respect - the number that decides your level and your place on the leaderboard (see Level & Respect). Black Market equipment adds a percentage on top of its matching raw stat: weapons for Strength, armor for Resistance, gadgets for Intelligence, and accessories for Charisma.

Trade skills

SkillEarned byUsed for
DrivingStealing cars, racingBetter districts in car theft and better odds at the races
Kill skillViolence - shots fired, killsDeadlier operations
BustingBreaking gangsters out of JailBetter odds on future jail busts

Resources

ResourceThe rules
StaminaRegenerates 4% per real minute up to 100%. Almost every action costs some.
TicketsYour way into Nightlife, where stamina comes back fast. One ticket covers a whole venue session - it goes on the first purchase, and the rest of that session costs none. You hold 60 and refill that many every real day, so an empty stack is full again in 24 hours - log in once a day and spend out, and you waste nothing. Robbers hold 90 and drip 90 a day. Run out early and $CRIME buys a refill.
BulletsAmmunition for kills and gang wars. Bought at the Bullet Factory or won.
AddictionEvery nightclub drug adds 1% to it. Past 50% it starts eating your takes - detox at the Hospital.
CashIn hand it works for you - and can be taken. The Bank protects it from ordinary pocket losses, but sabotage and city events can still reach the balance.
$CRIMEThe token that outlives your gangster. High crew-job scores can drop it, and players can trade it; it carries across seasons - see $CRIME & the Crime Bank.

The clock

Crime City runs faster than the real world: one game day lasts 6 real hours, one game hour 15 real minutes. Building production and hooker earnings tick on game days (tickets are the exception - they run on real days) - the day counter in the header tells you where the season stands. See Seasons & Permadeath.

Professions

At level 3 you pick a profession - a permanent specialization for the season that shapes how you earn. Choose to match how you actually play: online often, or checking in twice a day.

ProfessionEdge
Robber+20% solo robbery cash, +5% gang-robbery crew cash, +20% on the pot of any specialized crew job you lead, and a 90 ticket cap that refills every real day instead of the standard 60.
Businessman+30% building production, 30% off construction, +50% building slots, and output banks 8 game days before capping - twice the normal window.
Hitman+20% power in beatings and assaults, 20% off Black Market equipment, bodyguard hiring, and bodyguard training.
Pimp30% cheaper hookers, +30% hooker earnings, +50% hooker slots, and earnings bank 8 game days before capping.

Your profession also tilts which stats grow when a robbery succeeds - a Robber's scores feed Intelligence first, a Hitman's feed Strength, a Pimp's feed Charisma, a Businessman's feed Resistance.

Reading a public profile

Profiles never print another gangster's real numbers. Wealth, driving skill, and busting XP appear as tier labels, so a rival's page tells you the neighborhood, not the address. Wealth counts pocket cash only - banked money is invisible to everyone:

TierCash in hand
Beggarunder $100,000
Poor$100,000 - $499,999
Cash Holder$500,000 - $1,999,999
Wealthy$2,000,000 - $4,999,999
Very Rich$5,000,000 - $9,999,999
Money Machine$10,000,000 - $19,999,999
Multi Millionaire$20,000,000 - $49,999,999
Wealth Machine$50,000,000 - $99,999,999
Richer than God$100,000,000+

Driving skill and busting XP wear the same disguise - their ladders are in Racing and Jail. Gang profiles play the same game: the family vaults show tier labels instead of balances.

The other profile counters (racing record, beatings landed, bullets shot, kills, special-crime status, friend count) show real numbers - but each of those can be hidden from your own profile in its settings.

Honour & dishonour

Other players can put honour or dishonour on your name, and both totals are public on your profile. Everyone gets a level-scaled budget of points to hand out per 24-real-hour period, so a reputation - good or bad - has to be earned from many people, not bought from one.

Every send carries at least 10 points. There is no drip-feeding a budget out one point at a time - a level 1 gangster gets two marks per period and a level 14 gets fifteen, so each one is a decision. Sending anonymously is priced per point on top of that, which puts the cheapest unsigned mark at 100 $CRIME.

Marks are the one thing being out of action does not stop. The panel is on your dashboard and on any player's profile, and both stay open while you are in Jail, in the Hospital, mid-Training & University or in a safe house - so a sentence, a hospital bed, a gym timer or a stint in hiding is time you can still spend settling up.

Your testament

From the dashboard you can name an heir. If you're permanently killed, that player inherits 40% of your bank balance and your cars (as many as their garage can hold) - the killer loots your pockets, and whatever neither of them takes leaves the city with you. Pick someone you trust; the dead don't get to renegotiate.

Level & Respect