Crime Classic

The various Criminals are essentially Criminal Nobles. Each Crime Family is headed by a Godfather, andVarious "The Bosses" and "Mr. Bigs" run operations underneath each Family's Godfather.Another solution has been to simply declare certain area slums, and cram in as many people as possibleinto the space available. The dwellings in Slum areas would be exceedingly small, with barely enoughroom to live. Your advisors warn you that that many people crammed into that small of a space mightmark the beginning of a Crime wave the likes of which has not yet been seen in your nation.For every House replaced with Slums, you must build 3 Slums. These new Crime Lords are above andbeyond the Nobles that are required to move to town because of Stage Requirements.page 26 / 284Refugee to Regent ChallengeFor every 2 Houses replaced with Slums (6 Slum Housing), a group of 4 Bandits, Pirates, orSmugglers either begin preying on travelers between/near the town where the Slums were addedor get 4 members added to an existing group nearby.For every 5 Houses converted to Slums (15 Slum Housing), a new Boss appears in or near thetown where the Slums were addedFor every 10 Houses converted to Slums (30 Slum Housing), a new Mr. Big appears in or near thetown where the Slums were addedFor every 25 Houses converted to Slums (75 Slum Housing), a new Godfather appears in or nearthe town where the Slums were addedLike the Noble Lords, these totals are not cumulative. You instead pick and choose (multiples ofthe same if desired) so that the total number of Houses converted adds up to the total number ofnew Crime Lords and/or new Bandits, etc.The Crime Lords generally run smuggling, gambling, Thieves Guilds, Assassin Guilds, BlackMarkets, etc.Crime Lords may run legitimate businesses (shops, hotels, casinos, taverns, etc) to masktheir illicit activitesCrime Lords are often the financial and arms/armor backers of Pirates, Bandits, and SmugglersNote: If you want, you Yourself can become a Crime Lord instead of the default Noble Lord, andcommand any/all Pirates, Smugglers, Bandits, Bosses, Mr. Bigs, Godfathers, etc in or around yournation/Kingdom/Empire.Sometime in the Future, Thieves, Assassins, and/or other criminal types may be added as aCamp/Fort/Stronghold/Outlier-type unit.BanditsBanditsCan harass Roads, shipping routes, etc.Bandits start at 4 Bandits to a groupFor every time they get strengthened, they add 4 new membersOnce a Bandit Group reaches 12 Members, they build a Bandit CampOnce Bandits reach 24 Members, they build a Bandit FortOnce Bandits reach 50 Members, they build a Bandit HoldOnce Bandits reach 150 Members, their Bandit Hold spawns a Bandit Outlier.Bandit Outliers are completely lawless and are outside of your or anyone else'scontrol, save for the Bandits, and any Crime Lords that they may report to.Bandit Forts/Strongholds/Outliers should be off the road they are preying on so asnot to be immediately assailable, and decently defended.Bandits do not all belong to the same group. You could have 6 Bandit Camps along thesame road, for roughly 72 Bandits on a single road, but because they are not in the sameBandit group they would not form a Bandit Stronghold.Piratespage 27 / 284Refugee to Regent ChallengePirates are essentially bandits that prey on/near/along your coastline. They are different than normalbandits, in that they expand slightly differently, but similarly to Smugglers. For Pirates, they initiallybegin raiding in Vanilla Boats, but once they get enough members they build Pirate Ships. Each Ship hasits own Crew Requirements that must be met before the Ship may be built. However, all Ships in a PirateBand belong to the same Pirate Band.That said, multiple Pirate Bands may be operating out of the same area.Pirates begin at 4 Pirates to a crewA base Pirate crew should have a hidden base, with 1 single-Steve boat per PirateOnce Pirates get at least a Pirate Sloop, the requirement for single-Steve boats no longerapplies.Every time Pirates are strengthened, they add 4 new Members to their CrewOnce a Pirate Crew has reached 12 Members, they build a Pirate CampOnce a Pirate Crew has reached 24 Members, they build a Pirate FortOnce a Pirate Crew has reached 50 Total Members, they build a Pirate StrongholdOnce Pirates reach Total 150 Members, their Pirate Stronghold spawns a Pirate Outlieraround itself.Pirate CampBuilt when 12 total members join the Pirate BandBuild a Pirate SloopBuild on-shore Barracks for the menPirate FortBuilt when 36 total members join the Pirate BandBuild a Pirate FrigateBuild a TavernExpand Barracks to fit all members of the Pirate BandBuild walls around the encampmenta Boss Crime Lord sets up operation in the FortPirate StrongholdBuilt when 75 total members join the Pirate BandBuild a Pirate GalleonBuild a Blacksmith's ShopExpand Barracks to fit all members of the Pirate Bandpage 28 / 284Refugee to Regent ChallengeBuild 4 Watchtowers in the area around the Strongholda Mr. Big Crime Lord sets up operation in the StrongholdPirate OutlierBuilt when 125 total members join the Pirate BandBuild a Pirate Ship of the LineBuild an Outlier according to the Wooden Settlement Outliera Godfather sets up operation in the Pirate OutlierPirate Ship Crew RequirementsPirate SloopCrew Required: 12Pirate FrigateCrew Required: 24Pirate GalleonCrew Required: 36Pirate Ship of the LineCrew Requirement: 50Pirates do not necessarily all belong to the same group. You could have 6 Pirate Campsalong the same road, for roughly 72 Pirates on a single area of coastline, but because theyare not in the same Pirate Crew/Fleet, they would not form a Pirate Stronghold.Pirate Ships:The Crew Requirements for the various ships are the amount of crew that should have a bunk, fiton board that particular ship type.The Crew Requirements for building ships are different than Camps/Forts/Strongholds/Outliers.page 29 / 284Refugee to Regent ChallengeThis is just a way to expand a particular Pirate Fleet in shipsIf 3 Pirate Frigates, 2 Pirate Galleons, and a Pirate Ship of the Line are all part of the same PirateFleet, the total number of Crewmen aboard said ships would all count towards the PirateCamp/Fort/Stronghold/Outlier threshold(s)It is highly recommended that Galleons, Ships of the Line, Pirate Fortresses, and PirateStrongholds carry TNT Cannons for defense/offense.Once a Pirate's Crew reaches another 12 Members, they build a Pirate SloopOnce another 24 new Members join the Pirate's Crew, they build a Pirate FrigateOnce another 36 new Members join the Pirate's Crew, they build a Pirate GalleonOnce another 50 join the Pirate's Crew, they build a Ship of the Line.SmugglersSmugglers, while not truly bandits in the same vein as Bandits and Pirates, also flout your laws,and smuggle goods that are not wanted/taxed under the nose of your security. They follow in thesame basic vein as Pirates and Bandits.Smugglers that are far from water may still operate, they just don't necessarily have ships.But they still smuggle stuff into your Capital/Outliers.Smugglers begin at 4 Smugglers to a crewUntil a Smuggling Crew builds a ship, they must each have 1 single-Steve Boat perSmugglerOnce a Smuggling Crew builds a ship, they single-Steve boat requirement nolonger applies.Every time Smugglers are strengthened, they add 4 new Members to their Crew.Once a Smuggler Crew has reached 12 Members, they build a Smuggler's DenOnce a Smuggler Crew has reached 24 Members, they build a Smuggler's FortressOnce a Smuggler Crew has reached 50 Members, they build a Smuggler's StrongholdOnce a Smuggling Crew with a Stronghold reaches 150 Members, their Strongholdspawns a Smuggler's Outlier around itselfSmugglers do not necessarily all belong to the same group. You could have 6 Smuggler'sDens along the same road, for roughly 72 Smugglers on a single area of coastline, butbecause they are not in the same Smuggling Crew/Fleet, they would not form a Smuggler'sStronghold.Crime LordsThe BossThe Boss is the ruler of the criminal rabble in your Capital. He is rich and powerfulenough to be a minor Noble.His men have spirit, but are not well equipped.The Boss's house must be surrounded by a Wall.The Boss's house must have at least 4 Guards (Leather Armor, Wooden Weapons)The Boss's house must have a Master Bedroom, 3 Guest RoomsThe Boss's house must have a Dining Room with seating for 6 peopleThe Boss's house must have at least 1-2 additional rooms (indoor or outdoor).page 30 / 284Refugee to Regent ChallengeBuild a Inn/Hotel as a front for The Boss's criminal activitiesAt least 4 rooms for people to stay in (see Slum Housing for Inn/Hotel room guide).Inn/Hotel rooms do NOT count towards populationInn/Hotel guest rooms do NOT count towards criminals in and of themselves,despite being built to Slum Housing standards.Slum Housing for Hotel Manager and HousekeepingBoth are part of The Boss's group.Room in the back for The Boss's croniesDoesn't need to be hidden.OLD stuff (Kept for Reference)BanditsBandits are starting to harass travelers on the roads between your nation's cities.Build a Bandit Camp somewhere between one of your cities.Must have beds for at least 4 Bandits.Should be hidden (cave w/door, in the middle of some woods, etc)Armed with only wooden weapons, 1 bow between them, and no armor (8 arrows total)The Boss is lower on the totem pole than Mr. Big.Mr. Big's Estate must be surrounded by a Wall.Mr. Big's Estate must have at least 2 Watchtowers and 8 Guards (Guards count as Mr.Big's Watchmen).Mr. Big's personal guard is armed with Iron weapons, Leather Armor.Mr. Big's personal guard lives in rooms in Servant Quarters.Mr. Big's House must have a Master Bedroom and 6 Guest RoomsMr. Big must have a Dining Room capable of entertaining 12 guests.Mr. Big must have a Maid that lives in Servant QuartersMr. Big must have a Butler that lives in Servant Quarters.Mr. Big must have 3-5 additional rooms of your choice.Mr. Big is inspired by the King of the Hill episode "Soldier of Misfortune."Restaurants as fronts for Mr. Big's criminal proceedings.Build 3 Slum Housing above each Restaurant for the Cook, Waitress/Waiter, and theHost/ess.All are part of Mr. Big's gang.Beneath each Restaurant is an armory/meeting place stocked with stone and woodenweapons.the secret room is hidden in the kitchen by a secret lever/pistons (sticky?)a Godfather has moved into your Capital, taking over all crime in the City. Both Mr. Big and TheBoss report to him.the Godfather runs a black market in Iron weapons. He owns legitimate stores as covers for hisoperations.Build 2 Godfather Black MarketsThe "Front" Shops may produce/sell anything you wishpage 31 / 284Refugee to Regent ChallengeIn the Basement/hidden area out of sight, There are at least a half dozen sets of IronArmor, and a dozen Iron swords.If you outlaw anything else in your Nation, they will sell it also.