Orgs: Difference between revisions
No edit summary |
|||
Line 21: | Line 21: | ||
{| class="wikitable" | {| class="wikitable" | ||
! Organization !! Tier !! Monthly Income !! Councilor Attribures !! Unlocked Missions !! Cost !! Region | ! Organization !! Tier !! Monthly Income !! Councilor Attribures !! Unlocked Missions !! Cost !! Region | ||
|- | |||
| Gulf Cartel | |||
| ★★ | |||
| +40 Money<br>+2 Influence<br>+1 Ops<br>+4% Spoils | |||
| +1 Espionage<br>+1 Administration<br>+1 Security | |||
| Assassinate<br>Detain Councilor | |||
| 50 Money<br>50 Influence<br>20 Ops | |||
| Monterrey | |||
|- | |||
| American Mafia | |||
| ★★★ | |||
| +50 Money<br>+1 Influence<br>+1 Ops<br>+3% Spoils | |||
| +2 Administration | |||
| Assassinate<br>Hostile Takeover | |||
| 120 Money<br>120 Influence<br>10 Ops | |||
| New York | |||
|- | |- | ||
| Camorra | | Camorra | ||
Line 42: | Line 58: | ||
| +60 Money<br>+3 Influence<br>+1 Ops<br>+5% Spoils | | +60 Money<br>+3 Influence<br>+1 Ops<br>+5% Spoils | ||
| +1 Espionage<br>+2 Administration<br>+2 Security | | +1 Espionage<br>+2 Administration<br>+2 Security | ||
| Assassinate<br>Hostile Takeover | |||
| 100 Money<br>80 Influence<br>5 Ops | | 100 Money<br>80 Influence<br>5 Ops | ||
| Naples | | Naples | ||
|- | |||
| Sinaloa Cartel | |||
| ★★★ | |||
| +80 Money<br>+3 Influence<br>+2 Ops | |||
| +1 Espionage<br>+1 Administration<br>+1 Security<br>+5% Spoils | |||
| Assassinate<br>Detain Councilor | |||
| 80 Money<br>100 Influence<br>20 Ops | |||
| Monterrey | |||
|} | |} | ||
Revision as of 10:02, 4 October 2022
Orgs, or organizations, are government agencies, private companies, and criminal syndicates, that a councilor may control. Orgs may provide incomes, stat bonuses, new missions, and bonuses to the faction's investment priorities in nations. Orgs are rated from tier 1 to tier 3 (represented by the number of stars attached to the org icon), and councilors may manage one org per point in the administration stat.
Most orgs become available on a faction's exclusive market, and will rotate to be available to another faction after a period of time. Orgs are purchased using money, influence and rarely ops or boost. They may also be acquired via the hostile takeover missions or during trades with other factions. Factions may also gain special orgs for completing objectives or during events.
Orgs can be transferred between councilors and sometimes stolen by other factions via the Hostile Takeover mission.
Orgs with a monetary value may be sold value back to the market. Factions have a pool of unassiged orgs that can be used to transfer orgs between councilors.
Orgs in the faction pool do not confer any benefits to the faction, but those with negative incomes continue to cost resources to maintain. A faction may only keep 10 non-faction-specific orgs in its faction pool; the rest must be sold or transferred to direct control of a councilor.
Newly acquired orgs for a councilor do not provide bonuses until during the next mission phase, with the exception of administration for the purposes of calculating a councilor's org capacity. If a councilor is detained, all orgs are made inactive.
National Orgs
National Orgs are organizations that operate in a certain region. Purchasing them requires either a control point in the nation controlling its region or the councilor to be present in the said nation.
Government Orgs
Government Orgs can purchased by councilors with the Government trait.
Criminal Orgs
Criminal Orgs can purchased by councilors with the Criminal trait.
Organization | Tier | Monthly Income | Councilor Attribures | Unlocked Missions | Cost | Region |
---|---|---|---|---|---|---|
Gulf Cartel | ★★ | +40 Money +2 Influence +1 Ops +4% Spoils |
+1 Espionage +1 Administration +1 Security |
Assassinate Detain Councilor |
50 Money 50 Influence 20 Ops |
Monterrey |
American Mafia | ★★★ | +50 Money +1 Influence +1 Ops +3% Spoils |
+2 Administration | Assassinate Hostile Takeover |
120 Money 120 Influence 10 Ops |
New York |
Camorra | ★★★ | +40 Money +2 Influence +1 Ops +3% Spoils |
+1 Espionage +1 Security |
Assassinate | 120 Money 80 Influence 10 Ops |
Naples |
La Cosa Nostra | ★★★ | +45 Money +2 Influence +1 Ops +4% Spoils |
+1 Espionage +2 Administration +2 Security |
Assassinate Detain Councilor Hostile Takeover |
80 Money 80 Influence 5 Ops |
Naples |
Nedrangheta | ★★★ | +60 Money +3 Influence +1 Ops +5% Spoils |
+1 Espionage +2 Administration +2 Security |
Assassinate Hostile Takeover |
100 Money 80 Influence 5 Ops |
Naples |
Sinaloa Cartel | ★★★ | +80 Money +3 Influence +2 Ops |
+1 Espionage +1 Administration +1 Security +5% Spoils |
Assassinate Detain Councilor |
80 Money 100 Influence 20 Ops |
Monterrey |
Sociopath Orgs
Sociopath Orgs can purchased by councilors with the Sociopath trait.