Milarqui
Deity
ORDERS FOR UPDATE TWO: MARCH 1961 BEFORE NEXT MONDAY 22.
You ever thought being James Bond would be fun?
Probably this is NOT your game.
Did you ever want to know how it felt when James Bond got tied down to a table and the bad guy pushed the button to activate the laser that would cut him in two?
Then you have come to the correct place.
Evil Genius NES is a game in which you must take control of an organization dedicated to spread fear amongst Earth's population. The objective of this is to get every nation in the world to surrender to YOU. Or, to be more exact, to your avatar in the NES.
The reason(s) why you want to TAKE OVER THE WORLD may be simple or complicated, one or many, due to love or to hate. It doesn't matter. You want to control the whole world.
However, you are not going to get it easy. For starters, there are many other people that, like you, want to TAKE OVER THE WORLD, for reasons that are not yours. And, always watchful, are the Intelligence Agencies, which are savvy enough to know that they might have to face people that are mad enough to attempt to TAKE OVER THE WORLD, and thus have a great number of agents and investigators always ready to find and destroy any criminal organizations that appear in the world.
However, you still have a chance to do that. For starters, you have money, which you can use to buy Fronts; you have Minions, that will be willing to work for you (for pay, of course); you have Henchmen and Henchwomen, special people that work for you expecting to get something when you finally take over the world; and you have your wits and intellect to push your plans through.
Now, to the important thing.
Stats:
Regions: each continent has a number of regions, and is protected by an Intelligence Agency, which is dedicated to fighting evil geniuses, criminal masterminds, Treasury inspectors and rabble of the same caliber. They will be sending operatives after you as the heat you generate raises, and the higher it is the better agents they will send, until it reaches such a level that they will send their best agent after you.
This is a comprehensive map where you can see the different regions:
Archetypes: this is what defines you and your reasons for trying to TAKE OVER THE WORLD. Each Archetype has an advantage and a disadvantage (which I have tried to keep balanced). You must pick one Archetype, and a second one is possible, but choosing 2 Archetypes might carry the problem of having a third disadvantage unless you can think of a good backstory that explains it adequately. If you think you can develop a different Archetype, you can do it, but you must design the advantage and disadvantage in such a way that they balance.
Lair buildings: these are mighty important. Without them, a snowball has a better chance in hell than you as an Evil Genius.
Fronts: these might be your main source of money, so they are important. Each front requires a number of Minions on roll-call, that will count towards the maximum you can have. If you are able to research some things, earnings may be increased.
What to do in each turn:
- Send your Minions to Missions. You are the one who decides what to do, I am not going to railroad you into doing this or that thing, like in the game. You have to decide how much money you will spend and how many minions you want to send. Too many or too few of either can turn the mission into a failure.
- Have your Minions develop some Projects. They can research how to build something that you decide could be useful, or design a thing that you can sell through your fronts and make an extra money out of it.
- Write stories. Stories help much with the construction of the setting. If you write them very well, you can get special bonuses.
Very useful tips for this NES:
- Use your money. Money begets money, if spent in a correct way. Of course, keep always an eye on the money.
- Read the Evil Overlord List. While you don't have to pay attention to everything in it, it is still a mighty funny read, so it is still recommended.
- Behave like a typical villain. Large Hams and stereotypical behaviour are very acceptable.
- The latter doesn't mean you have to be an idiot. Some Genre Savvyness will be useful in the fight against the Intelligence Agencies.
- Play your strengths. Don't try to go for Mr Popularity if you know your guy will not be winning that award soon.
- Well developed backstories, not only for your avatar, but also for your Henchmen, are recommended. Good backstories mean better stories.
- Make sure to plan for anything. Even if a mission becomes a failure, you can still pull out something good out of it.
Now, don't post until I say so. Meanwhile, prepare your guy's stats:
Starting Stats:
Name / Player (Archetype(s))
Origin
- Backstory
Homebase
- Rooms
Money: 200,000$ (400,000$ for Rich Bored Bastards) minus the costs of the rooms and fronts you buy at the start
Loyalty: 60% (70% for Legacy Criminal)
Fronts:

Probably this is NOT your game.
Did you ever want to know how it felt when James Bond got tied down to a table and the bad guy pushed the button to activate the laser that would cut him in two?
Then you have come to the correct place.
Evil Genius NES is a game in which you must take control of an organization dedicated to spread fear amongst Earth's population. The objective of this is to get every nation in the world to surrender to YOU. Or, to be more exact, to your avatar in the NES.
The reason(s) why you want to TAKE OVER THE WORLD may be simple or complicated, one or many, due to love or to hate. It doesn't matter. You want to control the whole world.
However, you are not going to get it easy. For starters, there are many other people that, like you, want to TAKE OVER THE WORLD, for reasons that are not yours. And, always watchful, are the Intelligence Agencies, which are savvy enough to know that they might have to face people that are mad enough to attempt to TAKE OVER THE WORLD, and thus have a great number of agents and investigators always ready to find and destroy any criminal organizations that appear in the world.
However, you still have a chance to do that. For starters, you have money, which you can use to buy Fronts; you have Minions, that will be willing to work for you (for pay, of course); you have Henchmen and Henchwomen, special people that work for you expecting to get something when you finally take over the world; and you have your wits and intellect to push your plans through.
Now, to the important thing.
Stats:
Spoiler :
Name / Player (Archetype(s))
Origin
Henchmen
Homebase
- Rooms
Money: Stored in Lair / Stored in Bank / Produced / Maintenance+Salary
Minions: Current / Max
Minion Loyalty: X%
Fronts:
Projects:
Name / Player (Archetype(s)): Pretty basic.
Origin: it states where you come from. Certain Archetypes (see below) will provide you bonuses or handicaps depending on your original region.
Henchmen: this one shows the special people that are working with you. They may have strange powers and are (maybe) 100% loyal to you. Treat them right, and they will treat you right. For greater potential, use them in your stories.
Homebase: this tells where your base is. It doesn't have to be the same place as in Origin.
- Rooms: your homebase has to have certain rooms if you want things to work out well. Each room costs money both when you build it and in maintenance.
Money: probably the most important stat. No money means you are completely screwed. There are four parts in this:
- Stored In Lair: it requires a Strongroom to be built. Money in here can be accessed directly. You start with 200,000$ in the lair, so that you can start building up some things. Rich Bored Bastards have 400,000$.
- Stored In Bank: takes a turn (month) to access it (unless you own a bank), but gives a percentage in interests every turn.
- Produced: the money your fronts produce every turn. If you don't spend it, it will go either to your Strongroom or a bank.
- Maintenance: the money you have to pay to keep all your rooms working every turn.
- Salary: the money you have to pay to your minions.
Minions: the ones that will help you with the hard task of TAKING OVER THE WORLD. You will have to provide them with room and a salary ($100/month for each of them) to keep them happy. If you can afford to pay them a bit more, they will be happy. Unless you find some way to keep them happier, less than $100/month will make them likelier to turn on you. You start with 20 Minions. Unless you say so, you can get 5 Minions for free every turn. Every extra Minion costs 500$.
Minion Loyalty: this one measures how loyal your minions are to you. The higher it is, the less likelier they are to turn on you. If it drops too much, they will leave the organization, and if they are angry enough, they will steal from your Strongroom and/or tell the Intelligence Agencies where you are.
Fronts: all the businesses you possess. They provide some money every month, which you will need, and they will also help some with obtaining materials in an easier way. Every business needs to have a certain number of Minions working there in order to work.
Projects: this shows all special things you have gotten up to so far. They cost money and time, but once you finish them they will provide you with extra things, such as increased loyalty or higher protection within your base. Research of scientific theories and practical application of them will be here too.
Besides these stats, there are three secret stats that I will have on my computer and that you will only be able to ascertain through the updates or by spending money doing some investigation.
Heat: out of 100 (one per continent (Africa, Asia, Europe, North America, Oceania, South America), it indicates the interest each Intelligence Agency has on you, the higher it goes the better agents they will send after you)
Fear: out of 100 (one per region, it indicates how much the people at a region fear you, the higher it is the likelier it is that your demands will be heard)
Popularity: out of 100 (one per region, it indicates how much the people at a region love you, the higher it is the likelier it is that they will ask you to take over)
Origin
Henchmen
Homebase
- Rooms
Money: Stored in Lair / Stored in Bank / Produced / Maintenance+Salary
Minions: Current / Max
Minion Loyalty: X%
Fronts:
Projects:
Name / Player (Archetype(s)): Pretty basic.
Origin: it states where you come from. Certain Archetypes (see below) will provide you bonuses or handicaps depending on your original region.
Henchmen: this one shows the special people that are working with you. They may have strange powers and are (maybe) 100% loyal to you. Treat them right, and they will treat you right. For greater potential, use them in your stories.
Homebase: this tells where your base is. It doesn't have to be the same place as in Origin.
- Rooms: your homebase has to have certain rooms if you want things to work out well. Each room costs money both when you build it and in maintenance.
Money: probably the most important stat. No money means you are completely screwed. There are four parts in this:
- Stored In Lair: it requires a Strongroom to be built. Money in here can be accessed directly. You start with 200,000$ in the lair, so that you can start building up some things. Rich Bored Bastards have 400,000$.
- Stored In Bank: takes a turn (month) to access it (unless you own a bank), but gives a percentage in interests every turn.
- Produced: the money your fronts produce every turn. If you don't spend it, it will go either to your Strongroom or a bank.
- Maintenance: the money you have to pay to keep all your rooms working every turn.
- Salary: the money you have to pay to your minions.
Minions: the ones that will help you with the hard task of TAKING OVER THE WORLD. You will have to provide them with room and a salary ($100/month for each of them) to keep them happy. If you can afford to pay them a bit more, they will be happy. Unless you find some way to keep them happier, less than $100/month will make them likelier to turn on you. You start with 20 Minions. Unless you say so, you can get 5 Minions for free every turn. Every extra Minion costs 500$.
Minion Loyalty: this one measures how loyal your minions are to you. The higher it is, the less likelier they are to turn on you. If it drops too much, they will leave the organization, and if they are angry enough, they will steal from your Strongroom and/or tell the Intelligence Agencies where you are.
Fronts: all the businesses you possess. They provide some money every month, which you will need, and they will also help some with obtaining materials in an easier way. Every business needs to have a certain number of Minions working there in order to work.
Projects: this shows all special things you have gotten up to so far. They cost money and time, but once you finish them they will provide you with extra things, such as increased loyalty or higher protection within your base. Research of scientific theories and practical application of them will be here too.
Besides these stats, there are three secret stats that I will have on my computer and that you will only be able to ascertain through the updates or by spending money doing some investigation.
Heat: out of 100 (one per continent (Africa, Asia, Europe, North America, Oceania, South America), it indicates the interest each Intelligence Agency has on you, the higher it goes the better agents they will send after you)
Fear: out of 100 (one per region, it indicates how much the people at a region fear you, the higher it is the likelier it is that your demands will be heard)
Popularity: out of 100 (one per region, it indicates how much the people at a region love you, the higher it is the likelier it is that they will ask you to take over)
Regions: each continent has a number of regions, and is protected by an Intelligence Agency, which is dedicated to fighting evil geniuses, criminal masterminds, Treasury inspectors and rabble of the same caliber. They will be sending operatives after you as the heat you generate raises, and the higher it is the better agents they will send, until it reaches such a level that they will send their best agent after you.
Spoiler :
- Africa (protected by AFRO, Africans against Fear and Revolution Organization)
- Antananarivo (Madagascar)
- Cairo (North-Eastern Africa)
- Casablanca (North-Western Africa)
- Kinshasha (Eastern Africa)
- Ouagadougou (Western Africa)
- Pretoria (Southern Africa)
- Asia (protected by ASIA, Association of Spies and Infiltrators of Asia)
- Almaty (Central Asia)
- Ankara (Near East)
- Beijing (Eastern Asia)
- Bombay (India)
- Hanoi (Indochina)
- Teheran (Middle East)
- Tokio (Japan)
- Vladivostok (Northern Asia)
- Europe (protected by EURO, European Union's Research Organization)
- Budapest (South-Eastern Europe)
- Copenhagen (Northern Europe)
- London (British Islands)
- Monaco (Western Europe)
- Reykjavik (Greenland-Iceland)
- Stockholm (Scandinavia)
- St Petersburg (Russia)
- Yerevan (Caucasus)
- North America (protected by NACIO, North American Control and Investigation Organization)
- Chicago (USA East Coast)
- Los Angeles (USA West Coast)
- Omaha (USA Center)
- Ottawa (Canada East Coast)
- Vancouver (Canada West Coast)
- Winnipeg (Canada Center)
- Oceania (protected by OCEA, Oceanic Catchers, Espionage and Attack)
- Auckland (New Zealand)
- Hagatña (Micronesia)
- Jakarta (Indonesia)
- Manila (Philippines)
- Rabaul (Papua-New Guinea)
- Sydney (Australia)
- South America (protected by SANAE, South American Nations Against Evil)
- Bogota (Northern South America)
- Buenos Aires (Southern South America)
- Cuzco (Western South America)
- Havana (Caribbean)
- Mexico D.F. (Central America)
- Rio de Janeiro (Brazil)
This is a comprehensive map where you can see the different regions:

Archetypes: this is what defines you and your reasons for trying to TAKE OVER THE WORLD. Each Archetype has an advantage and a disadvantage (which I have tried to keep balanced). You must pick one Archetype, and a second one is possible, but choosing 2 Archetypes might carry the problem of having a third disadvantage unless you can think of a good backstory that explains it adequately. If you think you can develop a different Archetype, you can do it, but you must design the advantage and disadvantage in such a way that they balance.
Spoiler :
- Border Breaker: the United Nations is a good thing. Is a great thing. You don't understand why everybody is unable to get past something as stupid as a flag. You think everybody should band together in one great nation that encompasses the whole world. It is the only way to stop wars, to prevent deaths because of a stupid matter like a square mile of land. Maybe you'll have to do it by force, but then that seems to be the only language people hear. And, once you TAKE OVER THE WORLD, you will be able to make sure that nationalities become a thing of the past.
- Advantage: extra Fear from actions that decrease national identity
- Disadvantage: missions that do not decrease national identity are harder
- Earth Paranoid: you know it. You know that THEY are always watching you. That thing in there is a camera, you are sure of it. You know it. You know their plans. You know that you must be always vigilant. At any moment THEY can come down on you. You can't escape THEM, you can't escape THEM... But you can go after THEM. Surely there must be some other people that know about THEM. You can band together. And you can do your best to get rid of THEM. They only way to do it is to TAKE OVER THE WORLD. It is the only way you can make sure every one of THEM is dead, and will never disturb you anymore.
- Advantage: less Heat everywhere.
- Disadvantage: higher costs for every mission.
- Exile: you hate your country. Loads. In fact, you loathe your country. You feel that, if your country disappeared off the map, the world would be much better. Then, you realize something. You could bring many people together, people that hate your country as much as you do. You could organize them. And you could lead them in a quest to TAKE OVER THE WORLD, and in the meantime destroy your country. Wouldn't that be fun?
- Advantage: extra Fear at Origin for actions there
- Disadvantage: extra Heat at Origin for actions there
- Fanatic: who do you worship? Zeus? Allah? The Invisible Pink Unicorn? The problem is not what you worship, the problem is that you are angry because the whole world should be worshipping the same thing as you do, but they don't. You are ready to bring the word of your god(s) to them, even if it is by gun and bomb. If you TAKE OVER THE WORLD for your god(s), they will surely reward you in your next life!
- Advantage: minion loyalty and number increase easier.
- Disadvantage: you have to follow a series of precepts (basically, you get a disadvantage that I choose related to your religion).
- Legacy Criminal: you have been trained all your life for this. Your dad wanted to TAKE OVER THE WORLD, but he never had the chance, so he delegated the task upon you. And after your dad died, you found yourself alone in the world. You have your loyal minions around, and the organization your dad left to you, but you know it is going to be a very hard task to finally leave your father's shadow behind.
- Advantage: highly loyal minions
- Disadvantage: missions give less fear everywhere (you are Daddy's boy, after all)
- Mad Scientist: you developed a great theory that actually made sense, but the scientific community laughed in your face. Desperate, you turned to crime to get the funding needed to make the proof. By the time you got eveything, you finally realized that the thrill of stealing was on par to that of working out a theory. That was when you decided to TAKE OVER THE WORLD, so that it was all under your control and then you could face the scientists that laughed at you and shout "WHO'S THE FOOL NOW?" before pushing them into the vat of chemical products.
- Advantage: faster Research
- Disadvantage: your Minions are a bit bad at fighting
- Rich Bored Bastard: you have a lot of money. A lot. You don't know what to do with so much money. And you are bored. Really bored. Maybe... just maybe... hey, that a great idea! Maybe you could try to buy your town... or the surrounding lands... that's it! You can try to buy your country! And TAKE OVER THE WORLD with large rolls of cash! Maybe that could push back the boredom...
- Advantage: you have more money from the start.
- Disadvantage: you have to do high profile things every turn.
- Rogue Agent: you were once part of an Agency, but as you trapped bad guys, you realized that being one of the bad guys was better than killing and arresting them! That done, you used your contacts everywhere and disappeared... only to resurface with other name and face, ready to apply the knowledge you got from fighting next to your agency against your agency and all others, so that you can TAKE OVER THE WORLD!
- Advantage: missions are easier to do
- Disadvantage: you get heat from your Origin agency with all missions
- Ultra Patriot: you love your country. Loads. Calling it chauvinism is falling short. And you hate it when you think other countries are spiting yours. That's why you are starting all of this schtick. That's why you are hiring so many people that think like you. Because you want your country to be the only country in the world. And if it is with you at its tyrannic helm, even better. After all, if you TAKE OVER THE WORLD, you are not going to leave it to some other idiot, aren't you?
- Advantage: higher popularity at Origin
- Disadvantage: worse popularity at some random region
Lair buildings: these are mighty important. Without them, a snowball has a better chance in hell than you as an Evil Genius.
Spoiler :
Armory: this one gives your minions access to weapons for when the excrement hits the rotatory cooling device. If you research better weapons, you will make this more efficient.
- Cost: 20000$
- Maintenance: 7500$/month
Barracks: barracks are required to house your minions. One barrack may house up to 100 Minions.
- Cost: 5000$
- Maintenance: 1000$/Month
Control&Security Room: you control the missions from here, as well as watching out for any idiot agent that attempts to get into your lair. Some research can make this room more useful, as you may build cages that hold the agents down, torture devices, better security cameras and communication systems to make sure your Minions are acting correctly.
- Cost: 20000$
- Maintenance: 5000$/Month
Freezer: excellent place to collect the bodies of all the agents that dare to get inside your lair, until they can be safely taken away and buried (or used for some other nefarious purpose).
- Cost: 5000$
- Maintenance: 500$/Month
Infirmary: your minions can get healed in here. Research may provide this room with better services, such as a robot surgeon, an auto-diagnoser or something like that.
- Cost: 15000$
- Maintenance: 7500$/Month
Inner Sanctum: this is the most important place of the base. The Inner Sanctum is where you live, and where you hold your meetings. Make sure it is well protected.
- Cost: 50000$
- Maintenance: 25000$/Month
Laboratory: necessary to research things.
- Cost: 30000$
- Maintenance: 10000$/Month
Mess Hall: your minions will be able to eat in here. It helps to improve loyalty, especially if you research things that can be added here.
- Cost: 10000$
- Maintenance: 2000$/Month
Power Plant: required to power anything that needs electricity. Research can help with the construction of better and more resilient power systems.
- Cost: 20000$
- Maintenance: 5000$/Month
Strongroom: where your money is stored when in lair. Some research of the security kind will be invaluable for this room.
- Cost: 10000$
- Maintenance: 1000$/Month
Training room: if you need a minion to be good on a certain thing for a mission, this is what you require to give the minion the required training. Especially needed for delicate things such as a medic or an advanced researcher.
- Cost: 20000$
- Maintenance: 4000$/Month
- Cost: 20000$
- Maintenance: 7500$/month
Barracks: barracks are required to house your minions. One barrack may house up to 100 Minions.
- Cost: 5000$
- Maintenance: 1000$/Month
Control&Security Room: you control the missions from here, as well as watching out for any idiot agent that attempts to get into your lair. Some research can make this room more useful, as you may build cages that hold the agents down, torture devices, better security cameras and communication systems to make sure your Minions are acting correctly.
- Cost: 20000$
- Maintenance: 5000$/Month
Freezer: excellent place to collect the bodies of all the agents that dare to get inside your lair, until they can be safely taken away and buried (or used for some other nefarious purpose).
- Cost: 5000$
- Maintenance: 500$/Month
Infirmary: your minions can get healed in here. Research may provide this room with better services, such as a robot surgeon, an auto-diagnoser or something like that.
- Cost: 15000$
- Maintenance: 7500$/Month
Inner Sanctum: this is the most important place of the base. The Inner Sanctum is where you live, and where you hold your meetings. Make sure it is well protected.
- Cost: 50000$
- Maintenance: 25000$/Month
Laboratory: necessary to research things.
- Cost: 30000$
- Maintenance: 10000$/Month
Mess Hall: your minions will be able to eat in here. It helps to improve loyalty, especially if you research things that can be added here.
- Cost: 10000$
- Maintenance: 2000$/Month
Power Plant: required to power anything that needs electricity. Research can help with the construction of better and more resilient power systems.
- Cost: 20000$
- Maintenance: 5000$/Month
Strongroom: where your money is stored when in lair. Some research of the security kind will be invaluable for this room.
- Cost: 10000$
- Maintenance: 1000$/Month
Training room: if you need a minion to be good on a certain thing for a mission, this is what you require to give the minion the required training. Especially needed for delicate things such as a medic or an advanced researcher.
- Cost: 20000$
- Maintenance: 4000$/Month
Fronts: these might be your main source of money, so they are important. Each front requires a number of Minions on roll-call, that will count towards the maximum you can have. If you are able to research some things, earnings may be increased.
Spoiler :
- Store: small place where people can go to buy certain things. Makes for a good hideaway if required, but doesn't give much money.
- Cost: 10000$
- Earnings: 1000$/month
- Maintenance: 3 Minions on Roll-Call
- General Store: like a store, but at greater cost and greater benefit. Great hideaway in the underground, and a great way to get interesting things.
- Cost: 50000$
- Earnings: 6000$/month
- Maintenance: 10 Minions on Roll-Call
- Hotel: bigger initial cost, but if put in a good place it will allow you to rake the money as it comes. Not too much of a hideaway, but great for meetings.
- Cost: 100000$
- Earnings: 7500$-25000$/month
- Maintenance: 15-50 Minions on Roll-Call
- Casino: great initial cost, great benefit.
- Cost: 150000$
- Earnings: 10000-50000$/month
- Maintenance: 20-40 Minions on Roll-Call
- Factory: great initial cost, and provides certain things for free. Really bad hideaway.
- Cost: 100000$
- Earnings: 10000$/month
- Maintenance: 30 Minions on Roll-Call
- Port: high cost, free transportation for any coastal or sea/ocean mission (reduced mission costs)
- Cost: 200000$
- Earnings: 15000$/month
- Maintenance: 50 Minions on Roll-Call
- Airport: very high cost, free transportation for any mission (reduced mission costs)
- Cost: 500000$
- Earnings: 20000$/month
- Maintenance: 60 Minions on Roll-Call
- Island Resort: really steep, but provides a good hideaway and a lot of money.
- Cost: 1000000$
- Earnings: 100000$/month
- Maintenance: 100 Minions on Roll-Call
What to do in each turn:
- Send your Minions to Missions. You are the one who decides what to do, I am not going to railroad you into doing this or that thing, like in the game. You have to decide how much money you will spend and how many minions you want to send. Too many or too few of either can turn the mission into a failure.
- Have your Minions develop some Projects. They can research how to build something that you decide could be useful, or design a thing that you can sell through your fronts and make an extra money out of it.
- Write stories. Stories help much with the construction of the setting. If you write them very well, you can get special bonuses.
Very useful tips for this NES:
- Use your money. Money begets money, if spent in a correct way. Of course, keep always an eye on the money.
- Read the Evil Overlord List. While you don't have to pay attention to everything in it, it is still a mighty funny read, so it is still recommended.
- Behave like a typical villain. Large Hams and stereotypical behaviour are very acceptable.
- The latter doesn't mean you have to be an idiot. Some Genre Savvyness will be useful in the fight against the Intelligence Agencies.
- Play your strengths. Don't try to go for Mr Popularity if you know your guy will not be winning that award soon.
- Well developed backstories, not only for your avatar, but also for your Henchmen, are recommended. Good backstories mean better stories.
- Make sure to plan for anything. Even if a mission becomes a failure, you can still pull out something good out of it.
Now, don't post until I say so. Meanwhile, prepare your guy's stats:
Starting Stats:
Name / Player (Archetype(s))
Origin
- Backstory
Homebase
- Rooms
Money: 200,000$ (400,000$ for Rich Bored Bastards) minus the costs of the rooms and fronts you buy at the start
Loyalty: 60% (70% for Legacy Criminal)
Fronts: