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Gangs

Found or join a gang in your home district, fill its treasury and vault, earn Respect and Standing, and fight gang wars.

Last checked Category Gangs
Gangs

Nobody makes it alone in Vesper City: a gang gives you a family, a shared purse and a war to fight.

Joining or founding a gang

Find every gang under Social → Gangs. Gangs are tied to a home district: you can only join one that lives where you live, from level 3. Some gangs take applications, others are invite only. Accounts linked to each other can never be in the same gang.

Founding needs level 10 and $100,000 cash for every point of danger in your home district, never refunded. Your home district becomes the gang's home for good. A new gang is safe from war declarations for 7 days. If you leave or lose a gang, you wait 14 days before founding another.

The Social Club in Little Sicily has a board where gangs recruit and players look for one (see Districts and travel).

Ranks, treasury and vault

New gangs start with five ranks: Don, Underboss, Armorer, Treasurer and Soldier. The Don can rename them, add more and decide what each may do.

  • Treasury: anyone can donate cash. Taking money out depends on your rank's daily share. You can't take anything out in your first 7 days, and big withdrawals wait 12 hours while every member is told. Every movement is on the ledger.
  • Gang level: a gang starts with 3 places and gains 2 more per level, up to level 20. Levels are paid with treasury cash and Respect, and open the wings of your headquarters.
  • Vault: opens with the Vault wing at gang level 2. Ranks allowed to use it can put cash in, or take up to 25% of it a day for themselves. It never counts against your own Bank vault.
  • Gang notepad: the Don's notepad for the gang, on the gang page and on the writing desk in the HQ. The Don chooses who else may read it, or read and edit it, and can take that back at any time; a member who leaves loses it at once, and a new Don takes it over. It shows who edited it last and when, and keeps the last 5 versions so the Don can put one back. Staff can't read it.

Gangs never hold Gold.

Respect and Standing

Each time a member beats another player in a fight, the gang earns 2 Respect (once a day per beaten player, at most 100 a day). Respect is spent on gang levels. Members can't attack each other.

Standing is your gang's reputation on the street. It starts at 500, is won and lost in wars, and fades a little each day above 250. If it hits zero the gang gets a strike and has 5 days to climb back, or it is destroyed. 5 active strikes destroy a gang too; strikes count for 30 days.

Gang wars

A gang can declare war on any gang in the city; the war is fought on the turf of the gang declared on, so the attackers travel to its district. Declaring needs level 10, a deposit from the treasury, and both gangs big enough. Up to 7 days of talks follow, where each side can offer terms such as tribute or a no-attack pact. Members sign up to the roster; fights between the rosters score points. No peace or surrender in the first 5 days. A war ends with a treaty, a surrender, a clear score win, 3 days without a fight, or after 21 days at most. Roster names that don't fight cost their gang up to 25% of its score, so sign up only if you will show up. On a small roster each member can still bring in an equal fair share of the winning score, so a small gang whose every name fights is not shut out. A gang beaten down to zero Standing loses 10% of its treasury to the winner as spoils, and the winner may invite its members to switch sides (nobody is forced).

Leaving and moving home

Moving to another district means leaving your gang; a Don hands it over first. Nobody on a war roster can leave or move until the war ends. If the last member leaves, the gang breaks up and its treasury is lost. A gang where nobody signs in for 60 days goes dormant until a member returns. If a Don leaves the game or is gone too long, the highest-ranked active member takes the chair.

Tips

  • Look at the gangs in a district before moving there: see Districts and travel.
  • Keep Standing well above zero; a strike puts the whole family at risk.