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This game is really intriguing but very poor on details - even the manual does not address a ton of important things.

I recently *FINALLY* had my first win, here are some huge things I discovered that really transformed the game for me. I hope they will help others playing this interesting game. Maybe you guys know them already but I couldn't believe I didn't know this stuff until now.

--

1. You can open ANY BUSINESS YOU WANT *ANYWHERE* by shutting down unwanted businesses you own and setting up a new one.
2. You can CONVERT a block type by doing this (I.E. Residential --> Commercial shops).

--

What happens if you want to ship booze with a warehouse, but your Office starts in the suburbs and there are no warehouses or industrial buildings for miles? You simply can't do it, right?

WRONG!

I didn't know this until today, but if you buy any legal business you can shut it down and open something else there. "Large" businesses such as Industrial and Large Hotels, Large Banks, Department Stores take up a whole block - this means you need to buy and Shutdown all the Commercial buildings in a block to convert it to a Department Store, for example.

This also means cheap Industrial buildings and Tenements are great - buy them and Shutdown and next week you get a whole 9 Commercial Shop spaces empty for you, or the ability to build a Warehouse or other desired large building.

This is more expensive but gives you almost complete control over the buildings in your turf. I think the only thing you can't build are "one-offs" like the Docks, Courthouse etc.

--
3. You can RECRUIT from Pool Halls and Gyms that you build.
4. Empty Commercial Space can be turned into Soup Kitchens.
--

Okay this is huge too when coupled with the above. That crappy useless Tenement you own in the poor part of town? Shut it down, turn it into a Commercial block and build a bunch of Pool Halls and Gyms on the same block. They only cost like $1-2k each.

This attracts a ton of mobsters to your area of the city right next to your office and you can even hide an illegal business (like a Prizefight Ring) behind them too. You can patrol this block very easily and stop anyone else from recruiting here. In fact, other gangs will get their recruiters killed by trying to go to your gyms and you will get stronger as they get weaker.

No longer do you have to risk 4-5 star Intelligence guys running around in hostile territory all over the city trying to recruit gangsters. Nor do they have to walk 20 blocks to hit up 9 recruiting spots. Instead you have a whole safe concentrated block devoted to giving you manpower and all your guys can just walk around it in a couple of hours.

Combine this with one empty space for a Soup Kitchen. This will only cost you a few hundred bucks a week and it gives you a significant positive boost to business owner opinion in the local area.

Since I started building Kitchens every now and then I found I barely have to rely on violence to keep my territory, and even bombing campaigns from other gangs fail to shake my territory easily. Occasionally you will still get Squealers, but it's less common than it would otherwise be.

--
5. Make sure you are the strongest gang, or close second strongest, every single week from the start.
--

Momentum seems very important in this game. You want to Extort territory as fast as possible at the beginning and get a second Extortion squad ASAP.

A bit like the Total War games, the stronger you are, the less likely you are to get brutalised by other gangs. Whereas if you are too slow to grab power you will find you are constantly losing men and can never do anything except get shot.

Recruit constantly, get businesses up as and when you can. If you're strong enough, enemy gangs will ask for peace and allow you to continue to get stronger and stronger.

Avoid any violence if possible until you are much stronger than the other gang - and then attack their office directly. Contrary to what the manual says, fighting in the street should not be something you try to do, since it attracts the cops and gets tons of guys killed.

It also seems that the stronger your gang overall, the more people will join your protection racket. Weaker gangs struggle to expand even when they're committing tons of violent acts - and they'll end up getting owned by the cops.

--
6. The protection racket is extremely important and should be a priority for most of the first 10-15 weeks or so.
--

I've seen a lot of people saying that Extortion should be ignored in the favour of illegal businesses. I disagree here - businesses are great but they require a lot of manpower to guard and cost a ton to set up. Also the more territory you give your enemies, the stronger they get.

Extortion can bring in $15,000-$40,000 a week (on "standard" extortion setting!) once you have sizable territory, and this is enough to bribe Judges and get all your businesses set up.

You should never have a week where the protection money isn't collected, unless something went seriously wrong. You can't afford to not pick up your $15+k every week, that is your lifeblood.

--
7. Cars are often better than guns. They let you escape, and let the cops kill your enemies.
--

Cars keep your guys safe - this is even more important than their speed. Even the $3000 car is a huge upgrade over having all your guys on foot, because it enables them to often escape the police and/or rival gangs.

Cops in this game are an absolute death sentence. Even if you've bribed the Mayor and the Chief, any cops that hear shooting on the street will come and kill or arrest you. They are easily the most dangerous force on the street.

By contrast, most of your gangsters, even the better ones, won't be great with firearms. Maybe if you have hundreds of guys in the Pool you might be able to get an amazing team that can shoot AND do all the other stuff, but most of the time that super intimidating or intelligent guy will be bad at winning fights.

As a result, equipping your everyday guys with guns is often a terrible move, since they try to fight and just die. By contrast giving them a car and no gun means they tend to run to the car and drive away - and this is very successful if they have good Stealth.

Meanwhile the cops will kill everyone who was shooting at your guys for you, giving the other gang a ton of problems while leaving you unharmed and legit.

One final thing - unlike expensive guns, you do not lose cars when your gangsters die. A huge squad of Tommy Guns getting wiped can cost $20,000, whereas a crew with 3 cars loses nothing when killed.

I'm sure I'll think of more, and I'll add to the post. Hope this helps a few people still playng this game :)
Adding to the above, another piece of "obvious" information I did not consider until now:

--
If you need vacant lots, destroy buildings and then buy the lots cheaply.
--

Imagine you want vacant lots but you don't have much cash. You could buy a Tenement for $6000 and then shut it down, then set up whatever businesses you want there (say this costs around $10000). Net cost $16000.

Alternatively you can simply send someone to bomb the tenement. Next week it will be reduced to a bunch of vacant lots for "free" (minus the cost of the explosive).

I'm not sure if Arson always destroys the building completely, but if it does, it's a stealthier way of doing the same thing. The land price will also be diminished by the violence.

You can then buy all 10 vacant lots for around $1000 total, saving $5000, and immediately turn the buildings into whatever you want next week.

A positive side effect of this tactic is that it will also scare any Squealers nearby.

Over the course of the game, this burn-n-save method could save you like $100,000 when expanding your businesses, assuming there is nothing in the block of value to you.
Post edited August 13, 2019 by hermanJnr.
avatar
hermanJnr.: This game is really intriguing but very poor on details - even the manual does not address a ton of important things.

I recently *FINALLY* had my first win, here are some huge things I discovered that really transformed the game for me. I hope they will help others playing this interesting game. Maybe you guys know them already but I couldn't believe I didn't know this stuff until now.

--

1. You can open ANY BUSINESS YOU WANT *ANYWHERE* by shutting down unwanted businesses you own and setting up a new one.
2. You can CONVERT a block type by doing this (I.E. Residential --> Commercial shops).

--

What happens if you want to ship booze with a warehouse, but your Office starts in the suburbs and there are no warehouses or industrial buildings for miles? You simply can't do it, right?

WRONG!

I didn't know this until today, but if you buy any legal business you can shut it down and open something else there. "Large" businesses such as Industrial and Large Hotels, Large Banks, Department Stores take up a whole block - this means you need to buy and Shutdown all the Commercial buildings in a block to convert it to a Department Store, for example.

This also means cheap Industrial buildings and Tenements are great - buy them and Shutdown and next week you get a whole 9 Commercial Shop spaces empty for you, or the ability to build a Warehouse or other desired large building.

This is more expensive but gives you almost complete control over the buildings in your turf. I think the only thing you can't build are "one-offs" like the Docks, Courthouse etc.

--
3. You can RECRUIT from Pool Halls and Gyms that you build.
4. Empty Commercial Space can be turned into Soup Kitchens.
--

Okay this is huge too when coupled with the above. That crappy useless Tenement you own in the poor part of town? Shut it down, turn it into a Commercial block and build a bunch of Pool Halls and Gyms on the same block. They only cost like $1-2k each.

This attracts a ton of mobsters to your area of the city right next to your office and you can even hide an illegal business (like a Prizefight Ring) behind them too. You can patrol this block very easily and stop anyone else from recruiting here. In fact, other gangs will get their recruiters killed by trying to go to your gyms and you will get stronger as they get weaker.

No longer do you have to risk 4-5 star Intelligence guys running around in hostile territory all over the city trying to recruit gangsters. Nor do they have to walk 20 blocks to hit up 9 recruiting spots. Instead you have a whole safe concentrated block devoted to giving you manpower and all your guys can just walk around it in a couple of hours.

Combine this with one empty space for a Soup Kitchen. This will only cost you a few hundred bucks a week and it gives you a significant positive boost to business owner opinion in the local area.

Since I started building Kitchens every now and then I found I barely have to rely on violence to keep my territory, and even bombing campaigns from other gangs fail to shake my territory easily. Occasionally you will still get Squealers, but it's less common than it would otherwise be.

--
5. Make sure you are the strongest gang, or close second strongest, every single week from the start.
--

Momentum seems very important in this game. You want to Extort territory as fast as possible at the beginning and get a second Extortion squad ASAP.

A bit like the Total War games, the stronger you are, the less likely you are to get brutalised by other gangs. Whereas if you are too slow to grab power you will find you are constantly losing men and can never do anything except get shot.

Recruit constantly, get businesses up as and when you can. If you're strong enough, enemy gangs will ask for peace and allow you to continue to get stronger and stronger.

Avoid any violence if possible until you are much stronger than the other gang - and then attack their office directly. Contrary to what the manual says, fighting in the street should not be something you try to do, since it attracts the cops and gets tons of guys killed.

It also seems that the stronger your gang overall, the more people will join your protection racket. Weaker gangs struggle to expand even when they're committing tons of violent acts - and they'll end up getting owned by the cops.

--
6. The protection racket is extremely important and should be a priority for most of the first 10-15 weeks or so.
--

I've seen a lot of people saying that Extortion should be ignored in the favour of illegal businesses. I disagree here - businesses are great but they require a lot of manpower to guard and cost a ton to set up. Also the more territory you give your enemies, the stronger they get.

Extortion can bring in $15,000-$40,000 a week (on "standard" extortion setting!) once you have sizable territory, and this is enough to bribe Judges and get all your businesses set up.

You should never have a week where the protection money isn't collected, unless something went seriously wrong. You can't afford to not pick up your $15+k every week, that is your lifeblood.

--
7. Cars are often better than guns. They let you escape, and let the cops kill your enemies.
--

Cars keep your guys safe - this is even more important than their speed. Even the $3000 car is a huge upgrade over having all your guys on foot, because it enables them to often escape the police and/or rival gangs.

Cops in this game are an absolute death sentence. Even if you've bribed the Mayor and the Chief, any cops that hear shooting on the street will come and kill or arrest you. They are easily the most dangerous force on the street.

By contrast, most of your gangsters, even the better ones, won't be great with firearms. Maybe if you have hundreds of guys in the Pool you might be able to get an amazing team that can shoot AND do all the other stuff, but most of the time that super intimidating or intelligent guy will be bad at winning fights.

As a result, equipping your everyday guys with guns is often a terrible move, since they try to fight and just die. By contrast giving them a car and no gun means they tend to run to the car and drive away - and this is very successful if they have good Stealth.

Meanwhile the cops will kill everyone who was shooting at your guys for you, giving the other gang a ton of problems while leaving you unharmed and legit.

One final thing - unlike expensive guns, you do not lose cars when your gangsters die. A huge squad of Tommy Guns getting wiped can cost $20,000, whereas a crew with 3 cars loses nothing when killed.

I'm sure I'll think of more, and I'll add to the post. Hope this helps a few people still playng this game :)
Thank you those are some cool thoughts, most of wich I never considered when I played this many years ago. Even though I still managed to become mayor. And just to brag I remember one time where I managed to have an all out war with the police, killed pretty much all the cops and blew up the police station only to find that the next week every thing had been restored, station, cops and all :( ;D
avatar
hermanJnr.: This game is really intriguing but very poor on details - even the manual does not address a ton of important things.

I recently *FINALLY* had my first win, here are some huge things I discovered that really transformed the game for me. I hope they will help others playing this interesting game. Maybe you guys know them already but I couldn't believe I didn't know this stuff until now.

--

1. You can open ANY BUSINESS YOU WANT *ANYWHERE* by shutting down unwanted businesses you own and setting up a new one.
2. You can CONVERT a block type by doing this (I.E. Residential --> Commercial shops).

--

What happens if you want to ship booze with a warehouse, but your Office starts in the suburbs and there are no warehouses or industrial buildings for miles? You simply can't do it, right?

WRONG!

I didn't know this until today, but if you buy any legal business you can shut it down and open something else there. "Large" businesses such as Industrial and Large Hotels, Large Banks, Department Stores take up a whole block - this means you need to buy and Shutdown all the Commercial buildings in a block to convert it to a Department Store, for example.

This also means cheap Industrial buildings and Tenements are great - buy them and Shutdown and next week you get a whole 9 Commercial Shop spaces empty for you, or the ability to build a Warehouse or other desired large building.

This is more expensive but gives you almost complete control over the buildings in your turf. I think the only thing you can't build are "one-offs" like the Docks, Courthouse etc.

--
3. You can RECRUIT from Pool Halls and Gyms that you build.
4. Empty Commercial Space can be turned into Soup Kitchens.
--

Okay this is huge too when coupled with the above. That crappy useless Tenement you own in the poor part of town? Shut it down, turn it into a Commercial block and build a bunch of Pool Halls and Gyms on the same block. They only cost like $1-2k each.

This attracts a ton of mobsters to your area of the city right next to your office and you can even hide an illegal business (like a Prizefight Ring) behind them too. You can patrol this block very easily and stop anyone else from recruiting here. In fact, other gangs will get their recruiters killed by trying to go to your gyms and you will get stronger as they get weaker.

No longer do you have to risk 4-5 star Intelligence guys running around in hostile territory all over the city trying to recruit gangsters. Nor do they have to walk 20 blocks to hit up 9 recruiting spots. Instead you have a whole safe concentrated block devoted to giving you manpower and all your guys can just walk around it in a couple of hours.

Combine this with one empty space for a Soup Kitchen. This will only cost you a few hundred bucks a week and it gives you a significant positive boost to business owner opinion in the local area.

Since I started building Kitchens every now and then I found I barely have to rely on violence to keep my territory, and even bombing campaigns from other gangs fail to shake my territory easily. Occasionally you will still get Squealers, but it's less common than it would otherwise be.

--
5. Make sure you are the strongest gang, or close second strongest, every single week from the start.
--

Momentum seems very important in this game. You want to Extort territory as fast as possible at the beginning and get a second Extortion squad ASAP.

A bit like the Total War games, the stronger you are, the less likely you are to get brutalised by other gangs. Whereas if you are too slow to grab power you will find you are constantly losing men and can never do anything except get shot.

Recruit constantly, get businesses up as and when you can. If you're strong enough, enemy gangs will ask for peace and allow you to continue to get stronger and stronger.

Avoid any violence if possible until you are much stronger than the other gang - and then attack their office directly. Contrary to what the manual says, fighting in the street should not be something you try to do, since it attracts the cops and gets tons of guys killed.

It also seems that the stronger your gang overall, the more people will join your protection racket. Weaker gangs struggle to expand even when they're committing tons of violent acts - and they'll end up getting owned by the cops.

--
6. The protection racket is extremely important and should be a priority for most of the first 10-15 weeks or so.
--

I've seen a lot of people saying that Extortion should be ignored in the favour of illegal businesses. I disagree here - businesses are great but they require a lot of manpower to guard and cost a ton to set up. Also the more territory you give your enemies, the stronger they get.

Extortion can bring in $15,000-$40,000 a week (on "standard" extortion setting!) once you have sizable territory, and this is enough to bribe Judges and get all your businesses set up.

You should never have a week where the protection money isn't collected, unless something went seriously wrong. You can't afford to not pick up your $15+k every week, that is your lifeblood.

--
7. Cars are often better than guns. They let you escape, and let the cops kill your enemies.
--

Cars keep your guys safe - this is even more important than their speed. Even the $3000 car is a huge upgrade over having all your guys on foot, because it enables them to often escape the police and/or rival gangs.

Cops in this game are an absolute death sentence. Even if you've bribed the Mayor and the Chief, any cops that hear shooting on the street will come and kill or arrest you. They are easily the most dangerous force on the street.

By contrast, most of your gangsters, even the better ones, won't be great with firearms. Maybe if you have hundreds of guys in the Pool you might be able to get an amazing team that can shoot AND do all the other stuff, but most of the time that super intimidating or intelligent guy will be bad at winning fights.

As a result, equipping your everyday guys with guns is often a terrible move, since they try to fight and just die. By contrast giving them a car and no gun means they tend to run to the car and drive away - and this is very successful if they have good Stealth.

Meanwhile the cops will kill everyone who was shooting at your guys for you, giving the other gang a ton of problems while leaving you unharmed and legit.

One final thing - unlike expensive guns, you do not lose cars when your gangsters die. A huge squad of Tommy Guns getting wiped can cost $20,000, whereas a crew with 3 cars loses nothing when killed.

I'm sure I'll think of more, and I'll add to the post. Hope this helps a few people still playng this game :)
After week 7, all of my enemies have 3x more territory than me, even if I have more 15 mobs going to extort, The only way to increase your territory is extorting?
" fighting in the street should not be something you try to do, since it attracts the cops and gets tons of guys killed."
I'm forced to disagree.

I find the best way to kill off a gang is to post 1-2 ambushers with a rifle in the street near their office and shoot down every gang member as they are returning from a job.

The initial challenge is to take out the 1 guy on 'guard business' and 2 on 'patrol' that the AI always posts, and clear out (kill) any nearby cops, but once those are done and there is no law enforcement within earshot, the slaughter can begin.

That way you can kill 5-20 of their gang members each week. The only limit is how quickly your deathsquad gets there. If they get there mid-thursday the bodycount will be less than if they get there at the start of tuesday.

You occasionally lose a shooter, yes. But going directly into their office when it's at high or very high security can easily lose you 10+ gang members. So first whittle down their manpower by fighting in the streets.

One excellent suggestion is to keep your other gang members disarmed so they won't pick a fight and just flee. There's no point in having precious gang members with 1-3 stars in firearms duking it out in an area with many cops.
But one or two dedicated killers hunting the other gangs is the best way.

I've found that, weirdly, the rifle performs much better than the tommygun or dual pistols for this.