Gangs
Found a gang, hold districts for money, level it up and go to war with rivals.
Updated
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A gang is a persistent crew with its own treasury, level, roster and districts. Type /gang (also /gangs, /clan, /crew or /faction) to open the gang menu.
Founding a Gang
Founding a gang costs £250,000. A new gang holds up to 4 members and 1 district. You pick a name and tag, a short description of up to 160 characters, and an emblem from the built-in set. You can change the name and tag once every 7 days.
- Invites expire after 10 minutes. A gang can have up to 32 waiting.
- A gang can be tied to at most 2 other gangs at once as allies, counting offers still waiting. An unanswered offer expires after 10 minutes. If one is declined, withdrawn or expires, the same two gangs wait 5 minutes before offering again.
- The smallest treasury deposit is £1,000. You can't deposit while you're in a fight or during a mug, kidnapping or raid that involves you. Withdrawals still work.
- If the owner hasn't been seen for 14 days, the highest-ranked member who has played takes over. A gang where nobody has been seen for 14 days gives up its districts but keeps its treasury, levels and roster.
Gang XP
A gang levels up from XP its members earn.
| Source | XP |
|---|---|
| Each member playing | 10 per minute, up to 120 minutes a day. Each extra member playing at the same time adds 10%, up to +30%. |
| A member who's connected but earning nothing | Counts as half |
| Districts held, taken and defended | See below |
| Wars, raids, weekly goals and contracts | Paid when they finish |
A member counts as fully active if they earned job XP, killed a player outside their gang, or declared a claim in the last 5 minutes. AFK members and bots count for nothing.
Weekly Goals
The week starts Monday at 00:00 UTC. Earn the XP and the gang gets a bonus.
| Weekly XP | Bonus |
|---|---|
| 2,500 | 500 |
| 7,500 | 1,250 |
| 15,000 | 2,500 |
| 30,000 | 5,000 |
Districts
A district pays the gang that holds it money every 10 minutes. It pays nothing in a cycle where it's being contested, and the payout depends on how many members are active.
Declare a claim. A claim lasts 10 minutes.
Hold the ground. Capturing takes 120 seconds of uninterrupted effort. The bar only moves while your gang outnumbers everyone else standing there.
Take it. Nobody can attack a district for 5 minutes after it changes hands.
A police officer standing outdoors in a district freezes its capture bar.
A gang that holds a district has to keep a crew there. Each district expects a crew size, and the rent goes up when you fall short.
Upgrades
Spend the treasury on upgrade ladders, each needing a minimum gang level. Roster raises the member limit from 4 up to 16. Claims raises the district limit from 1 to 2 and then 3, and there is no fourth. Other ladders include Tribute, Logistics, Extortion, Fortify, Home Turf and Veterancy. Home Turf adds to your members' sale price at Brokers on your ground.
Gang Wars
A member with association permission can declare war from the Allies page. Pick a stake of none, £250,000, £1,000,000 or £5,000,000 per side.
| Rule | Amount |
|---|---|
| Time to accept | 3 minutes, and the other gang has to be online |
| Preparation | 1 minute |
| War length | 20 minutes |
| Points to win | 20 |
| Kill on an enemy member | Up to 1 point |
| Taking a district the enemy held | 5 points |
| Turning away an enemy claim | 3 points |
| Winner takes | Both stakes minus a 10% cut, and 1,500 XP |
| Same two gangs again | 24 hours later |
If the clock runs out, the leader wins. A draw refunds both sides. Allied gangs can't fight each other, and government jobs aren't part of wars.
Tips
- Recruit before you claim. A district pays more and captures faster with more active members.
- Fill the treasury before a war starts. You can't deposit while in a fight.
- Pick your tag carefully, because changing it takes a week.
FAQ
Do I need a gang to hold a district?
Yes. Only a gang can hold one.
What happens if the owner quits?
After 14 days away, the highest-ranked active member takes over.