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Empire of Sin gains more depth with precincts and supply lines

Published: 02:12, 28 July 2021
Screenshot of combat in Empire of Sin
Empire of Sin modifies combat with the new patch

Hot from the streets of Chicago there's another bulletin from a city in flux. Bosses are claiming their territories and setting up supply lines. Meanwhile, the police are preparing for a new way to engage with gangs.

As we found out in a previous Dev Diary, precincts are subdivisions of the neighborhood that you control. With a larger chunk of the neighborhood to win or lose in one fell swoop, your decisions and strategy hold a lot more weight. Right now, you can open a racket anywhere in the city. Gather enough rackets throughout your time in Chicago and it’s fair to say that losing one or two won’t have a major impact on your overall empire. Give the bosses larger territories to compete for, however, and suddenly the stakes are a lot higher. Every inch of the city becomes a valuable asset that nobody can afford to lose.

When it comes to taking new precincts, there are changes to combat, too. Every precinct has a depot, which is the control building for the whole precinct. Claim the depot, claim the precinct. Depots are heavily guarded and when under attack, draw reinforcements from surrounding rackets to help with the onslaught. This gives you two options when taking over a precinct: attack and loot the rackets to get rid of those reinforcements or go right for the depot. Attacking the depot offers a longer, more tactical fight, with a bigger risk. Although, if you win, gaining a whole precinct could potentially swing the balance of the larger game in your favor.

A quick recap on supply lines: when you own two adjoining precincts, you set up a supply line. Supply lines are essential to your empire, providing a path for you to get supplies out to your precincts while ensuring your money has a safe trajectory back to you.

Breaking a supply line can really disrupt an empire. If your precincts are cut off from the rest, then you have no way of supplying them with the product and the negative effects of this are immediate. Beyond that, the introduction of supply lines means the AI has become a lot more focused on how it operates and is making some clever deductions. Currently, the AI can attack any of your rackets across the city, and depending on the health of your empire, losing one or two of these buildings may not be a critical loss for you.

Romero Games Picture of some gangsters duking it out in Empire of Sin Empire of Sin turf wars are getting more strategic

Precincts also affect how the police interact with you. By introducing Police Activity to the game, the crew in blue are not only more present as you build your empire, but their intentions are a lot more transparent. The suspicion value that police have on your rackets can be a little hard to decipher at times. Given that it affects each racket differently it’s difficult to keep on top of and requires you to rely on your own judgment. With precincts, Police Activity is a precinct-wide value that is easier for you to keep track of and easier for Police Chief George MacDonough to collect bribe money.

Why is the Police Activity number so important? The more active the police are in your precincts, the harder it is for you to make money. Customers are less likely to indulge their vices when police presence is strong and your racket profits will dwindle. With every upgrade and racket you invest in, it becomes harder for police to ignore the illegalities involved. That’s why it’s good to manage your relationship with the police just as you manage the rest of your empire.

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