Empire of Sin

Empire of Sin

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brian22vt Apr 27, 2021 @ 5:38am
How does crew pay work?
Having a hard time figuring out how crew pay works. The percentage doesn't seem to matter. My crew seems to always take a static amount (ie $300/$600/$1200) regardless of what my racket income is. Is the static take a floor, and they take a percentage if over that? They are bleeding me dry...
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Malavon Apr 28, 2021 @ 8:50pm 
Have the same issue. Found another post which said they have a minimum take, ie. the 300/600/1200 and when you start making tons of money that's when the 2% kicks in.
Last edited by Malavon; Apr 28, 2021 @ 9:00pm
FallenHammer Apr 29, 2021 @ 2:47am 
The crew payment is one of the worst things of the game speaking for the 1.05 beta. It's tollay inbalanced and intransparent.

I will tell you how it works: the gangsters take a fix percentage when you hire them. These percentages are only calculated for the moment you hire them and then the amount of money based on that stays the same the whole time you employ them.

This means it would be best to hire a top tier gangster at the beginning of the game, e.g. you make 1000$ and he just would take 500$ cause top tier gangsters take 50%. But you can't because they are locked at this stage of the game. Later on when you are finally able to hire them cause your disrepute is high enough, you just can't! They would consume all your money with their 50%. For example you make 40.000$ because you own much of chicago. Your squad is taking 30.000 of it cause you have 5 lower tier gangster (where also the percentage on hiring kicked in). Then a top tier gangster would take 20.000$ !!! Leaving you with a minus of 10.000$. Because of the fact, that the city nearly is yours, where you take the money from?

The second most anoying thing based on the crew payment is the weapon system of V1.05 beta. Only top tier gangster are now near to use the unique weapons of the game. They "just" need 100 kills with a gun type to unlock them. So if you manage to hire a top tier gangster at the end game, you run arround and kill 100 people just for the purpose that he can you use one of the many unique weapons you own at this stage of the game. Than you storm the hideout of the last boss so that he can use his weapon at least once... WTF ? That's so inbalanced...
Last edited by FallenHammer; Apr 29, 2021 @ 3:54am
BaCaz Apr 29, 2021 @ 7:41am 
Originally posted by FallenHammer:
The crew payment is one of the worst things of the game speaking for the 1.05 beta. It's tollay inbalanced and intransparent.

I will tell you how it works: the gangsters take a fix percentage when you hire them. These percentages are only calculated for the moment you hire them and then the amount of money based on that stays the same the whole time you employ them.

This means it would be best to hire a top tier gangster at the beginning of the game, e.g. you make 1000$ and he just would take 500$ cause top tier gangsters take 50%. But you can't because they are locked at this stage of the game. Later on when you are finally able to hire them cause your disrepute is high enough, you just can't! They would consume all your money with their 50%. For example you make 40.000$ because you own much of chicago. Your squad is taking 30.000 of it cause you have 5 lower tier gangster (where also the percentage on hiring kicked in). Then a top tier gangster would take 20.000$ !!! Leaving you with a minus of 10.000$. Because of the fact, that the city nearly is yours, where you take the money from?

The second most anoying thing based on the crew payment is the weapon system of V1.05 beta. Only top tier gangster are now near to use the unique weapons of the game. They "just" need 100 kills with a gun type to unlock them. So if you manage to hire a top tier gangster at the end game, you run arround and kill 100 people just for the purpose that he can you use one of the many unique weapons you own at this stage of the game. Than you storm the hideout of the last boss so that he can use his weapon at least once... WTF ? That's so inbalanced...

Just to clarify. In 1.05 the take you give to your gangsters at first is the full % take but your underboss will reduce their take based on his leadership and their loyalty* (edit) and the take goes up and down with your economy. In my current game (1.05) i have hired R as my underboss, then I have 4 tier 2, one tier 4 and one tier 5.

So 50% + (4x35%) + 14% + 10% = 214%
I'm losing money, but barely. Something like -800 to -4000 and I just make up for it by selling excess booze so even though it says in losing money, in reality I'm making around 90k a week.

Now this is not to say that this is any sort of solution, it is not. They need to completely rethink the way they handle your crew, but it is not as bad as you might think at first glance.

The proficiency though. So poorly thought out. The lack of common weapons become extremely apparent and guns and melee are an absolute joke to level up especially untill you unlock rare weapons. And while we're at it where is the gun smuggler faction so I can buy legendary weapons when I finally get there?

I don't get why they didn't do an exp system with big quest maps and all the little tweaks that make xcom great. Did you know that you can wipe out entire warehouses without ever ending your turn, using a single submachine gun carrying con artist while playing on boss difficulty. Why? Because they made too many abilities work together without limitations. It really just feels like poor quality control.

Biggest problems with the current design though (imo) is the lack of time control and the many many bugs and maybe after 30+ hours of listening to the indoor music I wouldn't complain about just a bit of variation.
Last edited by BaCaz; Apr 29, 2021 @ 12:09pm
FallenHammer Apr 29, 2021 @ 9:37am 
Sure, I forgot about the reduction by the underboss but this is also not directly visible in the game or is it?

If you maybe could sell the alcohol a little more automatically and they would coun't into your balance like they do if you have a regular trade pact with one of the big factions, it could be better as it is now but far from fine. But the regular trade pacts are really too rare.

Also the fact you can sell tons of alcohol to the small factions is stupid. Even if they hate you they buy everything you offer them and they have alwalys enough money to pay you. xD

Yeah an exp system for the gangster would be good but maybe better would be to have a system like Jagged Alliance 2 had. Having stats on shooting and other things with just improving them on training or improving on repetition of using things/weapons and with no limitations in weapon use. It was one part why the characters of JA2 were beloved. One other important fact was the sayings of the mercenaries and their relations to each other. All this could be easily implemented for EoS and would work like a charm. But it isn't there and I don't think it wil be archieved in the future. The sad fact is that the lead designer of EoS was on the Jagged Alliance 2 team in the past...

The missing time control is really also an issue. This is normally standard for any kind of simulation, so I don't get it why the don't included it. Also the music can get very anoying due to the lack of variation. When you here the first time you think: yeah cool old 1920s sound... but if you listen to it 2-3 hours... not good at all. Tropico for example does a far better job with the variation of the music.
Last edited by FallenHammer; Apr 29, 2021 @ 9:42am
Heau Apr 29, 2021 @ 6:15pm 
The game always mentioned the underboss leadership reducing take but never the explicit formula of how. I've been making Elsie my Underboss in most games since december release for that reason. IIRC she used to have 106 leadership now capped to 100.

I had studied it a bit before 1.05 months ago, and while it wasn't a thorough review, it suggested that the take reduction from underboss was (min(leadership,100)/100)*10%. Meaning Elsie would've reduced take by 10%, R would've reduced take by 9.9%, Harry Adams by 8.8%, etc.


I reloaded an old...1.03 or earlier save where I let the game run and sat on 600k+ $ to toy around a bit but under 1.05.

First, the hiring screen says x% of profits, whereas the finances info interface says a percentage of your weekly income, implying RAW income, not NET.

1. I had net income (aka profit) of 51k before hiring Elsie(50% take), yet her take was ~33k. Effectively, while I didn't make the sum of the income of every building I have, the 14k difference is an eyeball size of my total empire upkeep. I'd need to redo this on a super small scale empire to manually recompute the sum of income and the sum of upkeeps without going insane. But a strong contender hypothesis is that the take % is computed over raw income, which is shown in no interface explicitly without a lot of efforts to compute. I also have a bunch of casinos always making it a bit harder to identify patterns.

2. I made Elsie my underboss. She has 100 leadership in 1.05. Or rather 100 showing, but technically she is overcap with (88*1.20)=105.6 (or the 106 showing in the UI before 1.05). So the min(leadership, 100) can simply be replaced by leadership value in the above formula.

You should also note that the detailed weekly income at the top, or in the finance info OVERVIEW column on the left, is actually the amounts from the last week tick. Whereas the crew Take on the right side of the tab, is systematically what will be charged at the next week tick and is updated dynamically as you hire more/change underboss. It is based on the last ticks' raw income (think of the weekly pay being paid on 1 week arrears as is typical 1 or 2 weeks arrears IRL)

I'll spare you the details of all the numbers, but I hired elsie, turned her to made man (+40 loyalty), turned her to underboss (+50 loyalty), then hired Cyril McRae, then fired Elsie, then turned Cyril Made Man, then hired Claude Bernard, then turned Cyril to Underboss, checking Take from the finance info at every step, and I can say with incredibly high confidence that:


TL;DR

1. Take % is computed on RAW income (as suggested in finance info tab, not profit as suggested in crew hiring tab)
2. Loyalty doesn't affect take
3. Take % for the upcoming week, is computed on RAW income from the current week (1 week arrears)
4. Underboss reduces takes by (leadership/100)*10%


Basically, I'm confident to the point that it's always only a few $ off which are easily explained by the fact that I can't find the exact RAW income, with all significant digits, without adding income of hundreds of buildings manually because it is not exposed in the UI, and thus use take/(take%) without underboss as proxy, losing a few significant digits.


hope this helps

*Edit* I reported the fact that it's computed on raw income rather than profit as a bug in the official discord, highlighting the inconsistent wording between the 2 UIs. No idea which of the 2 was the actual intention though so we'll see in a few months, maybe?
Last edited by Heau; Apr 29, 2021 @ 6:35pm
FallenHammer Apr 30, 2021 @ 4:09am 
I really want to stress the fact that the percentage count only is taken at moment (!!!) of hiring a gangster!

Just on the crew tab you see that clearly, I have two tier 2 and two tier 3. On the hiring tab, all gangster of a tier want the same amount of money based on the percentage. So here the facts of my game:

Tier 2 Gangsters (all stated with 25%):

Gangster A (crew): 4.263 $
Gangster B (crew): 8.940 $
all other Gangsters (hireable): 10.811 $

Tier 3 Gangster (all stated with 35%):

Gangster C (crew): 5.967 $
Gangster D (crew): 7.277 $
all other Gangsters (hireable): 14.554 $

You clearly see that moment of hiring is key! This such a mess. As you see in my example: a late game gangster from tier 2 is making nearly double the amount of an early game gangster of tier 3.

This game mechanic is cleary total garbage !

If you fire and rehire the same gangster again, he will cost you more money. Why for gods sake? He is same you employed before. He has nothing more to offer on the top of what he did moments before while he was on your squad. Even there JA2 was far better where a mercenary wanted more money if raised his experience. Also you fired him or simply not continued his hiring, he just wanted the money that he wanted before.
Last edited by FallenHammer; Apr 30, 2021 @ 3:52pm
Heau Apr 30, 2021 @ 9:38am 
Originally posted by FallenHammer:
I really want to stress the fact that the percentage count only is taken at moment (!!!) of hiring a gangster!

I'm not sure where you are seeing those incoherent numbers but no, take (%) is computed dynamically each week. You can see the fluctuations as the "crew" cost if you mouseover your cash at the top screen, or through the financial info tab.

Could there be a bug fixing takes? I'm not sure. But I wouldn't be able to replicate anything similar to what you are describing.

One thing that is certain, is that the take % conversion in the Hire Gangster tab is computed in accordance to any %modifiers that are currently applied to the unit. So a 25% take gangster that is hired, will have it's take $ displayed in that interface affected by the underboss reduction, while another 25% take gangster not currently hired will not be affected by that underboss discount. I don't remember if there are trade deals that can reduce take% of your gangsters.

This would most likely explain, for example, the jump from 10811 to 8940 in your example.

For example, if you fire gangster B, he will show as hireable for 10811$ take, but if you actually hire, he should cost you 8940, unless he was your underboss that you fired and didn't reinstall him as underboss.

I vaguely recall there being a few other things that could affect take. Trying to guess what might explain some of the numbers you mention, was Gangster A a mole? or imprisoned?

Maybe there is something tied to loyalty, just not as a linear function but as like a plateau function where there's a flat % discount, say, between 100 and 199 loyalty, then some more between 200 and 299, etc.? It sounds rather improbable, given how most other things in this game have been implemented simply (programming-wise, maybe not to figure it out from the UI).
Last edited by Heau; Apr 30, 2021 @ 2:51pm
FallenHammer Apr 30, 2021 @ 4:02pm 
It's no bug, it's just how it is implemented at state of beta 1.05. And it is like I described. Gangster A and B are the same tier. Just hired at different stages of the game. Both are active on the squad, never imprisoned, never been a mole, both with full loyalty.

Also see my gangster C and D. The same I said for the others above aplies on them. And they are so far away from the amount a fresh tier 3 gangster would take, you simply can't explain it with any kind of discount.

Yeah, the $ values varry from week to week based on some unknown calculations but the difference in pay stays the same. All in all it is very unclear how all the calculations work or better don't work. There are so many things broken on the system of payment. Like the massive initial amount you must invest to simple hire a gangster in late game... things like that lower the game experience a lot.
Last edited by FallenHammer; May 11, 2021 @ 2:32am
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Date Posted: Apr 27, 2021 @ 5:38am
Posts: 8