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Blood Money Empire

Gangs & Territory

Two million to found a crew. Ranks, tile grids, wars, hitlists — turf that pays the bank or gets contested.

Updated 9 hours ago

Gangs cost $2,000,000 to create, and the founder must be Lieutenant or higher. Joining a crew needs Enforcer. You get a roster, a bank, a locker, a private forum, and a reason other crews shoot at you. Territory and businesses feed the gang; wars and hitlists settle scores. The game name and staff titles are reserved, so a crew cannot be called BME or Blood Money Empire.

Membership

  • Ranks: Boss, Underboss, Recruiter, Member - different permissions.
  • Recruiting modes: open, invite-only, or closed with a minimum rank.
  • Non-boss members leave from Crew. The Boss can hand leadership to the Underboss or disband.
  • If the Boss dies, the Underboss succeeds - or the gang dissolves.

HQ upgrades raise member caps and deepen the cash house / weapons locker. Gang jobs on the crime page earn that XP while you are in the same country as your HQ, or in a city with an outpost. The gang overview links there when you are in range. Outposts extend presence abroad. Detail on builds and storage: Gang Businesses & Locker. Wars and recruiting tools: Gang Wars & Recruitment.

Territories

Each city is a connected land grid covering about half the city map — tiles follow the photo’s land, with voids for rivers, bays, deserts, and mountains. Three neighbourhoods stay linked by corridor tiles.

Tile types

  • Streets — foothold ground. Pays nothing, but you expand from here.
  • Cash — pays into the gang bank on the income tick (premium “crown” cash tiles pay more).
  • Hustle — +2% crime money per hustle tile your gang holds in your current city, up to 12%. Does not raise XP.

Taking empty ground

  • Bosses start a claim mission (neighbourhood street work), then bribe to take control.
  • Progress only counts while members are in that city.

Taking held ground

  • Commit muscle from the compound and ammunition from the gang locker to open a timed contest.
  • During a contest, the challenger's street work in that city (crimes, muggings, drug sales, vehicle thefts) scores points. Kills between the two gangs in that city score for whoever lands them.
  • Muscle stationed on the tile adds to the defender's score when the contest resolves. Highest score wins; ties keep the defender.
  • Some stationed muscle and some of the muscle sent into the fight are lost when it ends. Survivors return to the compound.

Expansion rules

  • Your first tile in an operable city can be anywhere.
  • After that, you may only claim or contest tiles that share an edge with a tile you already hold (no diagonals).
  • Hold 3 tiles in your home city before the gang can operate abroad. Other cities still need an outpost before you can claim or contest there.
  • There is no hard cap on how many tiles a gang can hold. Soft limits come from hourly muscle wages and rising claim costs.

Muscle

  • Hire and fire as many muscle as the gang bank can pay for. There is no roster cap. Firing only removes muscle at the compound, and it does not refund the hire cost. Withdraw tile muscle first.
  • Each muscle costs an hourly wage from the gang bank. If the bank cannot cover the hour, the unpaid muscle leaves — compound first, then tiles, then anyone still committed to a fight.
  • Leave muscle at the compound to make raids on your businesses less likely to succeed. Station the rest on tiles you own (or use city bulk actions: even split, fortify cash tiles, pull all back).
  • Contests spend compound muscle and locker ammo.

Conflict

  • Gang wars track kills automatically. First to the kill goal - or highest kills when the timer ends - wins the war stake. Full rules: Gang Wars & Recruitment.
  • Gang hitlists auto-complete when the target is killed. Player hitlist basics: Hitlist & Contracts.
  • Private gang forum for coordination. Leaders and recruiters can moderate.

Businesses

  • Passive income into the gang bank on a schedule.
  • Higher levels unlock member perks - crime success, crime money, mugging steal.
  • Portfolio and locker detail: Gang Businesses & Locker.