Abilities

**Abilities** are gameplay mechanics possessed by characters which the player can leverage to do actions or complete tasks.

## Passive Abilities

Below is a list of the most common abilities in Cartel Tycoon.

* Power # - This passive ability provides the lieutenant with a flat bonus to their power (combat ability). This makes them more powerful in direct combat against buildings, gangs, police, and cities. In a non-combat context this is useful increasing your overall gang power which is needed to recruit rival gang-leaders.
* Coordinator - This ability provides the lieutenant with a small radius around his location. He will attack or defend any buildings within this radius. What this means is that if there are two or three buildings in close proximity, a lieutenant with this ability would be able to attack and take ownership of each of them at once. This can save a lot of time, but you do still increase your terror for each place attacked. Use this to quickly acquire enemy territory but make sure you have a way to deal with the terror.
* Cannabis Cultivator - Reduces the grow time for cannabis by 30% for cannabis farms in a radius. It can be beneficial to layout your farms to fit this effect radius and leave a lieutenant with this ability in the middle most farm.
* Coco Cultivator - Reduces the grow time for cannabis by 50% for coco farms in a radius. It can be beneficial to layout your farms to fit this effect radius and leave a lieutenant with this ability in the middle most farm.
* Truck Supplier - This ability adds two trucks to the building that the lieutenant is currently in. This can be very helpful for clearing backed-up production chains, quickly moving money or goods between locations, and helping to establish new operations.
* Access to "" - This ability provides the technology for the specified building to the cartel. This building will be available for construction for as long as you have a lieutenant with this ability. If you lose all lieutenants with the ability you will no longer be able to construct the building, but you will not lose access to the ones already built.
* Researcher - Increases research speed by 15% while the lieutenant is in the university. Later technologies can take weeks to complete and it is helpful to have the reduction. Make sure the lieutenant is in the university or you will not get the buff.
* Sole Proprietorship - Increase money laundering volume by 15%. It is useful to place a lieutenant with this ability into the biggest money laundering building you have (Bank, Cathedral) for it to have the biggest dollar effect.
* Laundering Manager - Increase money laundering volume by ten percent in an area. It is useful to place a lieutenant with this ability in a city with many money laundering buildings as it would affect each of them.
* Infamous - This ability generates terror any time the lieutenant enters a into a city. They may pass through without generating terror but if they stop in the city, deliver / take money or drugs, or enter into combat in a city they will generate terror.
* Peace Maker - While a lieutenant with this ability is in a city loyalty increases over time.

## Active Abilities

* Burn Building - Burns down a target building and generates a small amount of terror. This generates more terror if the target building is not yours (I.e. Is an any gang or local thugs).
* Assassination - This ability kills a target. This will reduce your global loyalty and your lieutenants will all have reduced allegiance. It is generally advisable to use Silent Assassination if possible.
* Silent Assassination - This ability kills a target. This will reduce your lieutenants allegiance but will *not* reduce global loyalty. It is generally better than Assassination if you have it.
* Robbery - This ability allows the lieutenant to rob a city, acquiring you some dirty money and some terror. This is useful in emergencies where a quick cash infusion is needed. It is also helpful in more advanced play for manipulating your terror level up as needed. Using Robbery while at zero terror will *not* generate enough terror to reach the first "police" level.
* Kidnapping - This ability allows the lieutenant to kidnap a wealthy individual and receive a ransom in clean money. You will generate some terror.
* Deliver - This ability allows the lieutenant to move a certain amount of money or goods from one place to another. The amount and the movement speed are different for each character.
* Demolish Building - This ability allows a lieutenant to deconstruct a building, refunding a large portion of its costs. This ability can be used on almost any building you own and should always be done rather than normal deconstruction if able.
* Make A Deal - This ability allows you to make a deal with your lieutenant to sell a certain amount of a particular drug within a time limit for a set price per unit. You must complete the lower volume deals before unlocking access to the greater ones. This can be a great way to combat price fluctuations as the "Make a Deal" prices remain the same. Be sure that the "Make A Deal" price is actually better than the current going value; often the higher value drugs like Meth and Heroin are high enough price that you could *lose* money making the deal.