How does a family work?
3 min read
Everything you need to survive the streets, explained short and clear.
The Dossier. Part two of the handbook. One card per feature, written as the file the police keep on you, or the file the family keeps on the city. This is where the exact rules and formulas live. Every number comes straight from the game.
How does a family work?
Founding a family costs $250,000 and is possible from rank Capo. The name is 3 to 20 characters. You start with 25 spots. Every 5 extra spots cost $25,000 from the family vault, up to 50 members. Invites and open requests expire after 7 days. You can withdraw an open request yourself before the boss approves it.
Only the boss buys family upgrades, and only with money from the family vault. There are 5 tracks, each up to level 5. Personal perks apply from rank Capo and after 72 hours in the family: protection, extra crime cash, cheaper jail bribes and revenge. The vault limit and the heist pot apply to the whole family right away.
Protection costs per level $150,000 · $350,000 · $750,000 · $1,500,000 · $3,000,000. The murder chance per level, in percentage points: 0 · 3 · 5 · 7 · 9 · 10. Loot drops by 0 · 10 · 15 · 20 · 25 · 30 percent. Hospital time drops by 0 · 5 · 10 · 15 · 20 · 25 percent when a member gets put down. At the top level that is 10 percentage points, 30% and 25%. From level 1 the family gets a heads-up, from level 2 you see enemies, from level 4 revenge applies. At the top level a murder on a member costs an extra $100,000 in street cash.
Revenge lasts 24 hours after that player attacked a member: +5% win chance, +4% on a murder, and you may attack them up to 3 ranks apart. For murders, rank difference never matters, so revenge changes nothing there.
Crime cash: +2% per level, up to +10%. Costs: $40,000 · $90,000 · $180,000 · $360,000 · $700,000. Heist payout: +5% per level, up to +20%. Costs: $60,000 · $140,000 · $280,000 · $560,000 · $1,000,000. Family vault: withdrawals start at $5,000 and rise $5,000 per level, up to $30,000. Costs: $25,000 · $50,000 · $100,000 · $200,000 · $400,000. Jail bribes: −6% per level, up to −30%. Costs: $35,000 · $80,000 · $160,000 · $320,000 · $640,000. In the hospital you always pay full price.
Upkeep is 2% of what the tracks cost, every 7 days, from the family vault. If the vault can't pay, the effects drop a step. More than 35 members: protection minus one. From 50 members: minus two. In the weekly top three, 80% of the protection effect remains. For the first 30 minutes after your own attack or murder, your protection is halved.
You deposit at least $100 into the family vault. Only the boss withdraws. Withdrawals have a 40-second cooldown. The game confirms a deposit right away. The heist needs 72 energy, 4 per click and at most 24 per member. It pays out when the goal is full, or after 30 minutes with whatever is in it (at least 24). Then comes a 20-minute cooldown. The rate per energy is the crime rate at the participants' average rank.