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So A lot of guides don't cover some pretty crucial info about this game. I've been doing some playthroughs recently and looking through some cracked game files and wanted to share some of my results with folks still playing this.

1. Suspicion: The Suspicion meter in the power graphs is entirely a function of legal income vs. illegal income. If you keep the suspicion meter low, you will not get arrested, and importantly it'll also impact how likely the FBI is to shut down your illegal businesses. Crimes seem to factor into illegal businesses getting shutdown as well, but they're much less important than suspicion. In a zero suspicion game you probably won't get any illegal businesses shut down, and high risk stuff like stolen goods and counterfiting will take longer to get shut down. Unfortunately if your suspicion meter rises it doesn't appear to go back down on its own, at least it won't return to zero, so ideally you want to stay at zero suspicion the entire game.

I'm not sure of the exact ratios here, but you can get about 5k in illegal income without any suspicion, and then after that you have to stay under a ratio of about 5X illegal to legal income. a 5 star accountant increases that to 16x or so (maybe more), so recruiting any accountant early is a priority.

In practice this means you should try to pickup a profitable legal business in your first week. if you don't buy a business in your first week, you shouldn't actually collect protection in your second week. Even extorting too large a territory in week 2 can put you over the limit as extortion does bring in a little money on its own.

Basically in the first 3 weeks you want to aquire as many profitable legal businesses as you can afford, if they'll make a good front or not is secondary to the businesses making a good profit.

You can make buying businesses cheaper by raiding them the turn before you're going to buy them. You can't raid your own territory, but you can raid things that are being added to the protection racket this turn and it doesn't matter if the raid order is carried out after the extort order. You can also buy businesses that are one block away from your territory so you can carry out a raid at a place that will be a block away from your territory at the end of the turn and buy it the following turn. The price to buy a place goes down by 1/2 to 2/3rds the turn after a raid so it's a big discount. 1 guy is sufficient to raid, and he can usually carry out 4 or 5 raids in a week as long as they're not too far apart. You only need more than 1 guy for large businesses like department stores. Avoid raiding poolhalls and gyms, they have inherint security and it's not worth getting your guy killed over.

By week 3 You'll hopefully have at least 3 guys in your recruitment team, which should only consist of 4 star or higher intelligence hoods and have your starting car. Send one of those guys on a priority order to recruit an accountant, and hire the best accountant you can get off that recruitment order. Later you can fire or kill that initial accountant once you have a 5 star one, and it's probably worth sending a guy out every week until you do find a 5 star accountant. Don't forget to turn on evade taxes.

So by week 4 Hopefully you have an accountant and a couple thousand in legal income. As long as you continue to aquire legal businesses staying at zero suspicion should be pretty easy from this point, just keep in mind the 16x threshold and if you see your income get near it prioritize picking up more businesses.

2. Hostility: Hostility is the most important overlay in the game. It tells you how likely people are to join your protection racket and to stay in it. The protection racket is a function of hostility and overall power (and possibly territory size) If you have low hostility, high overall power, and the largest territory, you will not lose people from your protection racket, you will get fewer squealers, and you will be able to more easily extort territory from other gangs.

So, how do we keep hostility low? Preventing crimes in our territory, committing crimes near our territory, killing and assaulting enemy gangsters in our territory, running soup kitchens, donations, bribes to clergy, bribes to reporters, lowering protection rates.

Essentially the lowest two colors (the dark green and the light green) mean your hostility is solid, anything above that and you may start to have problems.

One really usueful way to lower hositility in the early game is to assault the first enemy gangster you see in your territory. You'll want to give your gangster a go to order and wait until he's right next to the enemy gangster to issue the assault order. If you watch as the assualt order happens from the rooftop or city map, a large section of your territory will experience a significant drop in hostility after the first assault, and it doesn't seem to matter if your guy wins or loses the fight. After the first assault things get trickier, as for some reason the hostility of nearby commerical businesses seems to drop while the hostility of local tenament blocks seems to go up. Not sure what's going on there if it's working as intended or maybe a negative overflow, but the end result is if the nearby territory is dark green on hositility you don't actually want to issue an assault order.

Killing enemy gangsters also drops hostility, but not as much as assaults, obviously that comes with progressively worse and worse cop problems, so decide for yourself if you want to go that route. A trick for killing enemy gangsters inside buildings and avoiding a police shootout is to issue assault orders as an enemy gangster is entering a building that combat will always be deadly but it's pretty random if it's your guy or the enemy guy who ends up dead. Your hood having a gun seems to help. Starting around week 4 all enemy hoods will be carrying pistols. The assault order is still useful however, if you actually want to kill the enemy gangster. If you issue an assault order against an armed hood, the hood you're trying to assault will start shooting, your guy will shoot back and hopefully kill the enemy. He seems to have a much lower chance of getting wanted status here as it was "self defense" I've even seen one of my hoods pull this off in front of the cops without the cops taking any interest. It's not a for sure thing though, it just seems to be less risky.

After you get past the intial weeks, and especially if you decide to take a hands off approach to enemy gangsters in your territory, bribes to clergy only cost about 3k and they're a pretty good return on lowering hostility rates. Setting up soup kitchens is also a good long term strategy. Committing raids near your territory can also keep folks in line, it doesn't have as much of an impact as bombings, but it draws a lot less heat, and makes you some money in the process. Also, if you have low hostility levels, don't be afraid to raise protection rates, bumping protection to very high, even for a couple of weeks can be a big income boost. Conversly if your territory gets big enough that you don't want to collect protection for the whole thing, lower the rates to zero on the areas you're not collecting protection. I think it helps more to actually go collect that zero protection if you really have hostility problems, but having low rates seems to help if you're collecting or not. Holding a small territory is more difficult as rival gangs will get higher on the power graph which helps with their extortion, so I like to play pretty aggressive and kill rival gangs if I decide to stay small, preventing their extortion, exploration and crimes, and lowering my hostility in the process, but given what a headache the cops are that playstyle isn't for everybody.
Post edited August 16, 2019 by qnameche
Illegal Businesses: So, first off, Somebody from another forum decrypted some of the game files, and I pulled the illegal business front info off of there which I'll attach as a pdf in a followup post. "2" means the business is an ideal front, and I only included the legal businesses that are an ideal front for something. It's not super readable, I'm not fantastic with excel, but if you're like me and frustrated by the conflicting info on fronts available on the internet, this should help.

There's a post below this one that has some very useful info on setting up warehouses out of tenament blocks, so I wanted to give that a shoutout, quick note, remember you have to shutdown the tenament block and buy the center square before you setup the warehouse. Also keep in mind that shuting down a business will detract from your legal income which can give you suspicion problems if you don't have a nice buffer.

So, there are basically three kinds of illegal businesses ones that go in poor areas, ones that go in rich areas, and the production businesses stills and counterfeit presses. The poor ones are: card games, dice games, gambling dens, grifters, numbers rackets, and prizefights. The rich ones are Insider Trading, Loan Sharks, Speakeasys, Whorehouses, and the Casino.

The extremely poor income level areas (the dark green) aren't really a good place to setup anything other than stills and presses, but the rest of the poor areas are acceptable for poor businesses. I haven't fully tested all of this, but poor businesses seem to make more money based on income level, until you get up to the yellow, at the highest two income levels poor businesses will actually start to lose money. Typically this group will bring in about 3-5k of illegal income a week. However, as with the rich businesses the more of them you build, the less profitable each one becomes as the demand gets lower. The inflection point where it stops being worth building more seems to be about 4 or 5 with both the poor businesses and the rich businesses.

Rich businesses: These will make a profit no matter where you put them, but the higher the income level the better they'll do, so you'll generally want to place them in the highest 3 income levels. Again 4 to 5 seems to be the ideal number. They'll generate about 7k-12k in profit.

Speakeasy's and the Casino are special, however, It looks like the city can support more speakeasy's and fewer Casinos, I haven't fully tested this, but I wouldn't be surprised if you could have 8 speakeasys and not really see a significant reduction in profit, also the Casino seems more sensitive to income level, and you may need to put it in the highest income area. A Casino can generate over 20k in profit, but it takes 4 weeks to setup and generally you'll need something like a large department store as a front, which isn't cheap, and is a target for rival gangs.

Also, I go with one still per speakeasy, trying to stretch one still over two speakeasys just doesn't seem to generate enough booze and the profits drop.


A couple notes on income levels: crimes lower income levels, so if you raid a white block to get that cost reduction we talked about before, chances are you'll permanently lower the income level. Unfortunately I haven't figured out a way to raise or manipulate income levels, but I'd love to hear any ideas anyone has. Also there seems to be some great recalculation that happens sometime between week 10 and 15 where income levels all over the city change, which can screw with your business setup.

Also if you buy a small hotel, small bank, or any of the large commerical buildings, it'll show up in the paper (restaurants are safe). The AI definitely reads the paper. Try to buy a small hotel in the first couple weeks and you'll find that block bombed shortly thereafter and the income levels plummeting. Sadly bribing reporters or even owning the newspaper doesn't seem to keep that stuff out of the paper. So if you buy something that shows up in the paper expect rival gangs to attack it.

OK, last thing, diplomacy: The two most useful diplomatic stances are " peace" and "cease fire." Peace means your guys will only shoot at enemies if they get shot at first. Ceasefire means your guys will try to kill enemy gangsters in your territory but leave them alone outside of the territory. Theoretically on a ceasefire decent intelligence hoods won't start shooting if they're too close to the cops, but in practice it often doesn't work out that way.

Even if you want to be aggressive towards the other gangs, it's OK to put your guys on peace. You can then issue kill and assault orders manually to try to get your guys to take out the rival gangsters without drawing the cops ire. Also, if your guy you diverted for the kill does get wanted status but he's not currently being chased by the cops, you can issue a double cancel order and instead of running around he'll attempt to return to base. They make it, sometimes.Individually managing kills works pretty well until week 7 or 8 when unfortunately there start to be so many gangsters running around that micro gets pretty tedious, at that point you can set to ceasefire and hope for the best if you still want to be aggressive, but expect to lose more gangsters than the enemies do. 2 man patrols, cars, and only giving guns to guys who need them and can use them well all help with not getting a mass casualty event.

If you're generally not giving your guys guns, ceasefire is usually the best diplomatic stance. That's because if you're at peace rival gangsters can freely send their guys into your territory to recruit, however, if you're on a ceasefire, and you've got good hostility levels, rival gangsters will often get themselves killed walking into your poolhalls and gyms, even if you don't own them yourself. It's not a guarantee but it happens often enough and maybe discourages the rival gangs from just recruiting and exploring in your territory to their hearts content.

OK, that's it, this was super long. I've obviously been playing and thinking about this game a lot. If anybody has any questions I'll be happy to try to answer them.
Post edited August 16, 2019 by qnameche
Here's the Front List
Attachments:
fronts5.jpg (473 Kb)
Post edited August 16, 2019 by qnameche
This is one incredible post, I would like to thank you from the bottom of my heart as it has opened my eyes to concepts I was not aware. That front list! I've been looking for something like that for a decade at least. I will definatey have questions.
I think suspison and property values do change, but it seriously takes a good while.
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qnameche: Here's the Front List
Great Infos and list! Would you be so kind and upload the excel file as well? Thanks alot!
Very interesting.

This game is still a black box.

Bribing police seems useless, and costly.

Raiding seems good to reduce value of a commerce, but as you said it also reduces (permantly?) the income of the trade so it's a bad idea.

Are you sure assaulting gangsters is usefull to reduce hostility ? I am really not sure of that.


Someone should mod this game to make it more playable and understandable...
Some stuff I figured out.

The "Kill" order is only for guns, if you want a hood to stab someone, give an assault order before someone enters a building, I think the "knives" skill is used for indoor combat so your hood will try to stab the dude inside the building.

DO NOT SPEED UP THE WORKING WEEK, the game does not fully speed up properly so you will not be able to complete all your orders if you do so.
avatar
Ktobal: Very interesting.

This game is still a black box.

Bribing police seems useless, and costly.

Raiding seems good to reduce value of a commerce, but as you said it also reduces (permantly?) the income of the trade so it's a bad idea.

Are you sure assaulting gangsters is usefull to reduce hostility ? I am really not sure of that.

Someone should mod this game to make it more playable and understandable...
bribing police is not useless they look the other way when your hoods are wanted. basically so you don't get popped walking out of your office and have all hell break loose same in your controlled area. don't see your illeagle businesses etc.
you miss out on some fun if you keep your suspicion low. trying to rig a Trial is a great mini game if successful you stay untouchable for a few weeks though if you fail it's the chair lol.

I've always went for the Restaurant, something to do my boot legging. I'm thinking glassware's cheap is key, then my speakeasy. usually a pawn shop early and a warehouse or the raids net only cash.

make sure to have a truck for raids and moving your booze.

rifles for the streets and shotguns inside businesses.( wish those guards could have been permanent)

in all my years playing i think I only had 1 successful kidnapping.

never really had much suspicion problems even raiding 40k from first week department store raids never hurt me much you just have to be cool and get an accountant fast even a 3 star helps till you can hire a genius. hire the best you get each week till you find the one you want.

wanted persons can go turn themselves in by having no gun and going to the cop shop. or have them go run a warehouse.

violence is how the cops find your businesses they go into a building your have as a front. then the unless you paid them off the Feds aren't very far behind. watch those carloads. they don't count until out of the car a quick kill you can avoid suspicion.

and last utilize the bad AI, the AI aggression levels will get high so the attack use known guys to patrol choke points. really good when the cop shop is right at the bridge.
Gangsters Organized crime runs poorly in map view and I have no text in bars on main menu or game settings. Everything else runs fine.
avatar
qnameche: So A lot of guides don't cover some pretty crucial info about this game. I've been doing some playthroughs recently and looking through some cracked game files and wanted to share some of my results with folks still playing this.

1. Suspicion: The Suspicion meter in the power graphs is entirely a function of legal income vs. illegal income. If you keep the suspicion meter low, you will not get arrested, and importantly it'll also impact how likely the FBI is to shut down your illegal businesses. Crimes seem to factor into illegal businesses getting shutdown as well, but they're much less important than suspicion. In a zero suspicion game you probably won't get any illegal businesses shut down, and high risk stuff like stolen goods and counterfiting will take longer to get shut down. Unfortunately if your suspicion meter rises it doesn't appear to go back down on its own, at least it won't return to zero, so ideally you want to stay at zero suspicion the entire game.

I'm not sure of the exact ratios here, but you can get about 5k in illegal income without any suspicion, and then after that you have to stay under a ratio of about 5X illegal to legal income. a 5 star accountant increases that to 16x or so (maybe more), so recruiting any accountant early is a priority.

In practice this means you should try to pickup a profitable legal business in your first week. if you don't buy a business in your first week, you shouldn't actually collect protection in your second week. Even extorting too large a territory in week 2 can put you over the limit as extortion does bring in a little money on its own.

Basically in the first 3 weeks you want to aquire as many profitable legal businesses as you can afford, if they'll make a good front or not is secondary to the businesses making a good profit.

You can make buying businesses cheaper by raiding them the turn before you're going to buy them. You can't raid your own territory, but you can raid things that are being added to the protection racket this turn and it doesn't matter if the raid order is carried out after the extort order. You can also buy businesses that are one block away from your territory so you can carry out a raid at a place that will be a block away from your territory at the end of the turn and buy it the following turn. The price to buy a place goes down by 1/2 to 2/3rds the turn after a raid so it's a big discount. 1 guy is sufficient to raid, and he can usually carry out 4 or 5 raids in a week as long as they're not too far apart. You only need more than 1 guy for large businesses like department stores. Avoid raiding poolhalls and gyms, they have inherint security and it's not worth getting your guy killed over.

By week 3 You'll hopefully have at least 3 guys in your recruitment team, which should only consist of 4 star or higher intelligence hoods and have your starting car. Send one of those guys on a priority order to recruit an accountant, and hire the best accountant you can get off that recruitment order. Later you can fire or kill that initial accountant once you have a 5 star one, and it's probably worth sending a guy out every week until you do find a 5 star accountant. Don't forget to turn on evade taxes.

So by week 4 Hopefully you have an accountant and a couple thousand in legal income. As long as you continue to aquire legal businesses staying at zero suspicion should be pretty easy from this point, just keep in mind the 16x threshold and if you see your income get near it prioritize picking up more businesses.

2. Hostility: Hostility is the most important overlay in the game. It tells you how likely people are to join your protection racket and to stay in it. The protection racket is a function of hostility and overall power (and possibly territory size) If you have low hostility, high overall power, and the largest territory, you will not lose people from your protection racket, you will get fewer squealers, and you will be able to more easily extort territory from other gangs.

So, how do we keep hostility low? Preventing crimes in our territory, committing crimes near our territory, killing and assaulting enemy gangsters in our territory, running soup kitchens, donations, bribes to clergy, bribes to reporters, lowering protection rates.

Essentially the lowest two colors (the dark green and the light green) mean your hostility is solid, anything above that and you may start to have problems.

One really usueful way to lower hositility in the early game is to assault the first enemy gangster you see in your territory. You'll want to give your gangster a go to order and wait until he's right next to the enemy gangster to issue the assault order. If you watch as the assualt order happens from the rooftop or city map, a large section of your territory will experience a significant drop in hostility after the first assault, and it doesn't seem to matter if your guy wins or loses the fight. After the first assault things get trickier, as for some reason the hostility of nearby commerical businesses seems to drop while the hostility of local tenament blocks seems to go up. Not sure what's going on there if it's working as intended or maybe a negative overflow, but the end result is if the nearby territory is dark green on hositility you don't actually want to issue an assault order.

Killing enemy gangsters also drops hostility, but not as much as assaults, obviously that comes with progressively worse and worse cop problems, so decide for yourself if you want to go that route. A trick for killing enemy gangsters inside buildings and avoiding a police shootout is to issue assault orders as an enemy gangster is entering a building that combat will always be deadly but it's pretty random if it's your guy or the enemy guy who ends up dead. Your hood having a gun seems to help. Starting around week 4 all enemy hoods will be carrying pistols. The assault order is still useful however, if you actually want to kill the enemy gangster. If you issue an assault order against an armed hood, the hood you're trying to assault will start shooting, your guy will shoot back and hopefully kill the enemy. He seems to have a much lower chance of getting wanted status here as it was "self defense" I've even seen one of my hoods pull this off in front of the cops without the cops taking any interest. It's not a for sure thing though, it just seems to be less risky.

After you get past the intial weeks, and especially if you decide to take a hands off approach to enemy gangsters in your territory, bribes to clergy only cost about 3k and they're a pretty good return on lowering hostility rates. Setting up soup kitchens is also a good long term strategy. Committing raids near your territory can also keep folks in line, it doesn't have as much of an impact as bombings, but it draws a lot less heat, and makes you some money in the process. Also, if you have low hostility levels, don't be afraid to raise protection rates, bumping protection to very high, even for a couple of weeks can be a big income boost. Conversly if your territory gets big enough that you don't want to collect protection for the whole thing, lower the rates to zero on the areas you're not collecting protection. I think it helps more to actually go collect that zero protection if you really have hostility problems, but having low rates seems to help if you're collecting or not. Holding a small territory is more difficult as rival gangs will get higher on the power graph which helps with their extortion, so I like to play pretty aggressive and kill rival gangs if I decide to stay small, preventing their extortion, exploration and crimes, and lowering my hostility in the process, but given what a headache the cops are that playstyle isn't for everybody.
hello, does the speakeasy necessarily need moonshine to work or does it generate money anyway? 2 question is there a way to change the names of illegal activities through modding?then in illegal activities TEAMSTERS is missing from the list
Post edited April 18, 2023 by Milord1989