Orders

Orders are tasks that mobsters can perform during the week.

ORDER ORDER
No, it's not a typo. Following is the order in which actions are taken during the week. You can use this to plan your strategy and predict the outcomes more efficiently:


 * 1) Lawsuits are resolved
 * 2) Patrols reach their corresponding areas
 * 3) Diplomatic treaties are announced
 * 4) Bribes are given to corresponding City Officials
 * 5) Recruits are found
 * 6) Booze is produced
 * 7) Booze is bought
 * 8) Booze is sold in rackets
 * 9) Booze is sold by mobsters
 * 10) Spying missions have results
 * 11) Interrogations take place
 * 12) Collection of protection fees in territory
 * 13) Extortion is completed
 * 14) Managers are assigned
 * 15) Rackets are built
 * 16) Rackets are dismantled
 * 17) Businesses are bought
 * 18) Businesses are sold
 * 19) Raids and robberies are executed
 * 20) Assassination attempts take place
 * 21) Bombing of buildings
 * 22) Construction of new buildings
 * 23) Patrol encounters are resolved
 * 24) Desertions will begin
 * 25) Booze market prices will update

ASSASSINATING
Can be assigned in a mobster's profile screen.

Valuable: Physical and Weapons and Soldiers

You may attempt to assassinate rival and even your own mobsters. This will force a Gang Fight between the two mobsters. Generally used to remove strong members of other gangs, or get rid of low loyalty mobsters without the danger of spilling intel to rivals. You may also attempt assassination on City Officials when a rival has too much influence on them. Has a chance of a Homicide lawsuit.

BOMBING
Can be assigned in a building's info screen.

Valuable: Physical (higher chances of success) and Mental (lower chances of getting caught)

You may attempt to destroy a building. The mobster in charge of the order may fail and even die during their attempt. Generally used to remove competition, construct new types of businesses, or eliminating a rival's headquarters. Has a chance of a Arson lawsuit.

BRIBING
Can be assigned in a City Official's screen.

Valuable: Social (higher influence modifier)

Bribing City Officials will grant various benefits and perks.

BUILDING RACKET
Can be assigned in a building's info screen.

Valuable: Mental (cheaper building costs)

Once a business has been bought, you may build an illegal business (a Racket) for a price. Rackets are usually more profitables than fronts.

BUYING BOOZE
Can be assigned in the Office under the Trade tab.

Valuable: Mental (cheaper overall price)

In order to sell booze, you will need to buy booze and keep it in store. A mobster will only buy (and spend) as much on booze as the gang can store, so don't be afraid to "over-order". Ideally you should send your mobsters to buy booze when the market price is low. See Trade for more info.

BUYING BUILDING
Can be assigned in a building's info screen.

Valuable: None

A mobster will automatically manage a business they have bought. However, you can always replace them with a new manager.

COLLECTING
Can be assigned in the Office under the Finances tab.

Valuable: Social (higher percentage of collection)

Do not forget that, after having extorted various buildings across the city, in order to collect their corresponding protection fees, you must send a mobster.

CONSTRUCTING
Can be assigned in a building's info screen (only if it has been destroyed).

Valuable: Mental (lower costs)

You may rebuild a building if it has been previously bombed or destroyed. You will be given a few options, and price is generally higher than buying a pre-existing business.

DIPLOMACY
Can be assigned in the Office under the Rivals tab.

Valuable: Social (higher opinion effect on rivals)

Used to declare Peace, War or Neutrality on rivals. See Diplomacy for more info.

EXTORTING
Can be assigned in a building's info screen.

Valuable: Social (higher chances of success) and Soldiers (wider area of extortion)

In order to complete one of the victory conditions (conquer the city), you must extort buildings. Extorting buildings adds said business to your territory (however, you do not own the business). Once a territory is under your control, you may collect protection fees by "Collecting" with a mobster, or "Sell Booze" inside of it (you will need to have booze in stock). Has a chance of a Extortion lawsuit.

INTERROGATING
Can be assigned in a mobster's profile screen.

Valuable: Social (higher chances of success and better intel)

Interrogating rival mobsters can reveal information about their gang. Depending on the success rate of the interrogation, you may discover their Headquarters, a Business they own, part of their Territory, or another Mobster in the same gang. However, if unsuccessful, it may lead to a violent confrontation, so be ready for it. Mobsters with high Loyalty will be harder to interrogate.

MANAGING
''Can be assigned in a building's info screen. Business must be owned in order to see the option.''

Valuable: Mental (higher profits), Social (less chances of being caught with a Racket) and Physical (higher protection)

Placing the right manager is key to a Business' and a Racket's profitability. It will also protect your building from enemy raids, bombing and other attacks. Has a chance of a Illegal Business lawsuit (if running a Racket).

PATROLLING
Can be assigned in a building's info screen.

Valuable: Mental (higher chances of detecting rivals), Physical (higher chances of success in combat) and Soldiers (wider patrol area).

Patrolling is a great way to ambush enemies, discover rival territory, and keep your businesses safe. Be ready to get into Gang Fights though.

RAIDING
Can be assigned in a building's info screen.

Valuable: Physical (higher chances of success) and Mental (lower chances of getting caught)

Make sure to target high-profit businesses, otherwise you'll be taking an unnecessary risk to rob a business with a very low loot. Loot is directly correlated to the business' profit. It is specially profitable (although riskier) to raid buildings with known Rackets and/or Headquarters. Has a chance of a Robbery lawsuit.

REMOVING RACKET
Can be assigned in a building's info screen.

Valuable: None

Sometimes a Racket may not be as profitable as expected, maybe there simply too many competitors, or maybe you keep getting caught by the police. Whatever the case, it may be wise to take it down. No money will be refunded though, so do so carefully.

RECRUITING
Can be assigned in the Office under the Capos tab, inside the Recruits area.

Valuable: Social (higher amount of recruits found)

Specially early on, you want to make sure to have a wide selection of well-skilled mobsters.

SELLING BOOZE
Can be assigned in the Office under the Trade tab.

Valuable: Social (higher demand for booze)

This order will sell booze throughout your owned territory (previously achieved via extortion). Make sure to have enough in store and to set a profitable selling price. The higher the demand, the higher the chances of successful sales. Some businesses will generally buy more booze than others, so you may want to extort the ideal types. See Trade for more info. Has a chance of a Bootlegging lawsuit.

SELLING BUILDING
Can be assigned in a building's info screen.

Valuable: Mental (higher selling price)

This order will simply sell the whole business (including Racket) during that week.

SPYING
Can be assigned in a building's info screen.

Valuable: Mental (higher chances of success)

Spying is incredibly useful in order to reveal deeper intel on your rival's territory. It will reveal important information such as Protection, Manager (if any), Rackets (if any), Profits, and it may even discover their Headquarters.