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Orgs

Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.

An outfit is anyone who fields people on the map: you, every rival gang, and the roaming crews. They all run on one model, with the same people, the same verbs, the same wars and the same day. Only who makes the decisions differs.

How you use it

  1. Click any outfit's piece or town and open its boss's card. War, diplomacy and sit-downs all start from the man in charge, not from the land.
  2. Read the map: your colour, the rival gangs' colours, neutral towns you can claim, police towns you can't touch, and roaming crews with a price on their heads.
  3. Grow by claiming neutral towns next to you. Take a rival's towns only through war.

How it works

The world at the start

Rule Live
You One town, your boss and a small first squad
Rival gangs About 50 seats are spread out across the map, yours included. Each rival gang starts in one town
A rival's start $2,500, a boss with every skill at 5 and a knife, and one squad: the boss with 2 Thugs and 2 Thieves
Everything else Neutral: no owner, open to a peaceful claim
Police towns Precincts can't be claimed or occupied
Roaming crews Next to each seat sits a crew's camp. On day one the crew is turned loose: its town goes back to neutral and it roams with no land at all

Kinds of outfit

Kind Holds land Declares war Notes
Your outfit Yes Yes Runs on the same rules as everyone else
Rival gang Yes Yes, on a neighbour One of the dealt seats
Independent Yes, or none No Independent locals defend their ground but never declare war. Roaming crews are independents
Roaming crew No No Wanders near its camp, robs rather than kills, and has a price on its head

One model for everyone

Question Answer
Who is this outfit? Its name, short name, colour and arms. These stay when the boss changes
How are its books? Cash, Influence, Respect, level, towns and people
Who sits the chair? The boss. When he dies, someone steps up

An outfit's type (Family, Company, Agency) is a name and flavour only. It gives no special verbs, multipliers or war rules, and in the sandbox you don't pick one.

Protection

An outfit can come under another's protection: by losing a war and being made to answer to the winner, or by agreement. A protected outfit keeps its towns but pays its protector a cut of its take, and can't start wars of its own. Its protector's pacts cover it, and the protector is drawn into wars fought against it. After a minimum term it can walk out from OUTFIT → Agreements, and the protector remembers it.

Names

Name Means
Family name The boss's bloodline only
Outfit name The outfit's full title
Short name What the bars and tooltips use

Numbers (all TEMP)

Number Value Where
Gang seats on the map About 50, yours included frontier.gang_count
A rival's starting cash $2,500 frontier.start_cash
A rival's first squad Boss + 2 Thugs + 2 Thieves squads.gang_start_troops
Crew camps per seat 1 expeditions.hideouts_per_seat
A protector's cut 10% of the take frontier.protector_tribute_pct
Minimum protection term 180 days frontier.protection_min_days

See also

Locked vs leftover

Locked (document this) Leftover / do not claim
One model for every outfit Type-owned war, Heat or succession rules
Rival gangs start with one town each, spread out Independents holding a town each across the whole map; 5–15-town blocs
Most of the map starts neutral and is claimed in peace Every town owned from day one
Roaming crews hold no land Hideouts as towns you attack
Type is name and flavour only Picking Family, Company or Agency in the creator
Police towns can't be claimed The State as a rival in the daily loop

Sources

src/systems/frontier.gd (dealing the world), src/systems/expeditions.gd (crew camps), src/systems/frontier_council.gd (protection), src/systems/holders.gd, src/autoload/game.gd, data/config.json (frontier, expeditions, squads), data/campaigns/sandbox.json