Grandmaster
Deity
It is the year 1992. The Soviet Union has collapsed, and free enterprise has broken out across Europe. Along with private ownership of industry comes private wealth, greed, decadence, and corruption. The new upper-middle-class in Europe craves the personal pleasures so long denied to them: drugs, gambling, and flesh. All too happy to oblige, organized crime families grow throughout Europe and the Middle East. You, as the head of such a family, must lead your organization to power and wealth. Steal, deal, and murder to get your way. All that matters is money; everybody and everything else is just an obstacle in your way.
Organization Creation:
Name:
Boss:
Start City:
Color:
Money: $10,000,000
Drug Cartels: 0
Prostitution Rings: 0
Casinos: 0
Unions: 0
Arms Deals:
Soldiers: 1,000
Police: 0
Cities
Each organization starts in a chosen city. The organization may build various crime ventures within this city. It may also expand to another city nearby (IE: From Paris to Lyon or London, but not to Moscow.) To expand into another unoccupied city requires $10,000,000. Once you have expanded into a city, you may build ventures. To expand into an occupied city, you must wage war against the rival organization. This requires Soldiers. The more soldiers you send against the rival, the more likely you are to force them out of the city. In order to defend a city against a rival organization, you may hire Soldiers and also bribe Policemen to keep the rival out. Possession of a city generates $1,000,000 per turn.
Ventures
An organization increases its income by taking crime ventures. These ventures include:
Drug Cartels: Harvesting, transporting, and dealing drugs is a high-capital, high gain venture. Building a drug cartel requires $5,000,000. It also requires at least 1,000 Soldiers in that city. Drug cartels generate $500,000 per turn.
Prostitution Rings: Selling sex is easy to start and can be fairly profitable. Building a prostitution ring requires $100,000 and 1,000 soldiers in that city. It generates $10,000 per turn.
Casinos: Casinos are vast gambling halls and hotels. They are incredibly expensive to build, but are highly lucrative, and are the only legal venture you can undertake. A casino requires $10,000,000 to start. It generates $1,500,000 per turn, and cannot be shut down by rival police.
Unions: Trade and workers unions are organizations of skilled workers who band together to fight for better pay and conditions. Of course, they are also good leverage against business owners, and also good for repaying favors done to improve their business standing. Buying off a union leader requires $2,500,000. A union generates $250,000 per turn.
Arms Dealing: With the collapse of the East Bloc, huge amounts of Soviet military equipment has "gone missing." Everything from army boots to anti-tank rockets are for sale to those who are interested. This is a low-capital, high-gain venture, but runs a high risk of government intervention unless you own a large number of police. Arms deals require $100,000 and 2,000 soldiers per city to start and generate $50,000 per turn. But watch out for the local authorities. They strongly dislike illegal weapons sales.
Armed Forces
What is a crime organization without corrupt police and armed thugs? There are two units that can be bought to fight against your fellow businessmen:
Soldiers: Soldiers are the workhorses of your organization. The term soldier generically covers thugs, bodyguards, hitmen, and other killers and bone-breakers. Soldiers are hired at the rate of $10,000 for 1,000. Soldiers are used to protect your turf from invaders, and to take over new cities from rivals. They are also needed to build some ventures.
Police: Everybody has his price, and the price for corrupt police is $100,000 for 1,000. Police are used to defend your territory. They can also be used to try to shut down the ventures of your rivals in other cities.
Terrorism
Terrorism can be both a lucrative venture and a damning mistake. An organization can utilize soldiers to terrorize a city (minimum requires: 5,000). The organization can then demand money from the government of that nation. Depending on the number of soldiers committed to terrorism, you will get more or less money. However, organizations that commit either excessively large terrorist acts or who use terrorism too often will incur the wrath of numerous nations, greatly increasing their chances of having ventures shut down, being kicked out of cities, or even being completely wiped out by law enforcement. Act carefully.
Stories
This NES requires stories. Please write stories about your organization and about your ventures. When starting ventures, and especially when committing terrorist acts, detailed stories increase your chances of success.
Organization Creation:
Name:
Boss:
Start City:
Color:
Money: $10,000,000
Drug Cartels: 0
Prostitution Rings: 0
Casinos: 0
Unions: 0
Arms Deals:
Soldiers: 1,000
Police: 0
Cities
Each organization starts in a chosen city. The organization may build various crime ventures within this city. It may also expand to another city nearby (IE: From Paris to Lyon or London, but not to Moscow.) To expand into another unoccupied city requires $10,000,000. Once you have expanded into a city, you may build ventures. To expand into an occupied city, you must wage war against the rival organization. This requires Soldiers. The more soldiers you send against the rival, the more likely you are to force them out of the city. In order to defend a city against a rival organization, you may hire Soldiers and also bribe Policemen to keep the rival out. Possession of a city generates $1,000,000 per turn.
Ventures
An organization increases its income by taking crime ventures. These ventures include:
Drug Cartels: Harvesting, transporting, and dealing drugs is a high-capital, high gain venture. Building a drug cartel requires $5,000,000. It also requires at least 1,000 Soldiers in that city. Drug cartels generate $500,000 per turn.
Prostitution Rings: Selling sex is easy to start and can be fairly profitable. Building a prostitution ring requires $100,000 and 1,000 soldiers in that city. It generates $10,000 per turn.
Casinos: Casinos are vast gambling halls and hotels. They are incredibly expensive to build, but are highly lucrative, and are the only legal venture you can undertake. A casino requires $10,000,000 to start. It generates $1,500,000 per turn, and cannot be shut down by rival police.
Unions: Trade and workers unions are organizations of skilled workers who band together to fight for better pay and conditions. Of course, they are also good leverage against business owners, and also good for repaying favors done to improve their business standing. Buying off a union leader requires $2,500,000. A union generates $250,000 per turn.
Arms Dealing: With the collapse of the East Bloc, huge amounts of Soviet military equipment has "gone missing." Everything from army boots to anti-tank rockets are for sale to those who are interested. This is a low-capital, high-gain venture, but runs a high risk of government intervention unless you own a large number of police. Arms deals require $100,000 and 2,000 soldiers per city to start and generate $50,000 per turn. But watch out for the local authorities. They strongly dislike illegal weapons sales.
Armed Forces
What is a crime organization without corrupt police and armed thugs? There are two units that can be bought to fight against your fellow businessmen:
Soldiers: Soldiers are the workhorses of your organization. The term soldier generically covers thugs, bodyguards, hitmen, and other killers and bone-breakers. Soldiers are hired at the rate of $10,000 for 1,000. Soldiers are used to protect your turf from invaders, and to take over new cities from rivals. They are also needed to build some ventures.
Police: Everybody has his price, and the price for corrupt police is $100,000 for 1,000. Police are used to defend your territory. They can also be used to try to shut down the ventures of your rivals in other cities.
Terrorism
Terrorism can be both a lucrative venture and a damning mistake. An organization can utilize soldiers to terrorize a city (minimum requires: 5,000). The organization can then demand money from the government of that nation. Depending on the number of soldiers committed to terrorism, you will get more or less money. However, organizations that commit either excessively large terrorist acts or who use terrorism too often will incur the wrath of numerous nations, greatly increasing their chances of having ventures shut down, being kicked out of cities, or even being completely wiped out by law enforcement. Act carefully.
Stories
This NES requires stories. Please write stories about your organization and about your ventures. When starting ventures, and especially when committing terrorist acts, detailed stories increase your chances of success.