Entities
Every pawn in the world is an entity type with its own purpose and its own goal set. This page is the roster: what each type is for, which faction side it sits on, and the goals it can pursue with their base priorities.

The new-game preview lists every entity type across the top tabs. Each card shows a pawn's live state (control, identity, resources, inventory, territory), so you can see exactly what a Gang Member, Drug Trafficker, Addict, and the rest start with.
Goal type legend:
| Type | Meaning |
|---|---|
| Player | Assignable by you on the goal-priority panel. Only your gang members have these. |
| Player order | Fired by a specific order you issue (a hit contract, a prison play, a green light), not the priority panel. |
| Mission | Carries out an assigned mission. Assigned by the Director or, for some entities, by a player order. |
| Autonomous | The pawn chooses this on its own from world state. The default for non-crew entities; you do not direct it. |
| System | Always active and outranks other goals. Driven by sensors (combat, fleeing, arrest). |
| Internal | Hidden background behavior and drama. |
For how a goal's effective priority is computed, see GOAP.
Your crew
Gang Member
Your soldiers. The only pawns you give orders to, and even then only as nudges. They run the whole business: dealing, laundering, extortion, debt, protection, and they break down or betray you based on traits.
- Goals: 38 in total. See the complete gang member goal reference.
- Purpose: execute your economy, hold territory, and generate emergent drama.
The drug economy
Drug Trafficker
Your supply source. Traffickers hold cocaine and sell it to your crew when a member runs a Buy Cocaine goal. The Director refills them over time so killing them all does not permanently cut supply.
| Goal | Base | Type |
|---|---|---|
| Sell Drugs | 75 | Autonomous |
| Wander | 0.01 | Internal |
Drug Addict
Street demand. Addicts seek a dealer and buy retail crack, which is your fattest margin. They are attracted by Drug Corners and refilled by the Director. Also the target of a stressed member's Intimidate Random.
| Goal | Base | Type |
|---|---|---|
| Get Drugs | 8 | Autonomous (scaled by craving and time of day) |
| Flee | 8 | System |
| Wander | 0.01 | Internal |
Distributor
The wholesale buyer. Distributors buy bulk cocaine from your crew (Sell Wholesale): thinner margin, far less heat than retail.
| Goal | Base | Type |
|---|---|---|
| Buy Wholesale | 8 | Autonomous |
| Wander | 0.01 | Internal |
Debtor
Someone who owes you money. The target of Collect Debt. Will try to avoid your collector.
| Goal | Base | Type |
|---|---|---|
| Flee | 8 | System |
| Pay Debt | 6 | Autonomous |
| Wander | 0.01 | Internal |
Drug Corner
A placed structure, not a pawn. It marks turf and pulls addicts toward your territory so retail sales have customers. See Territory.
Law enforcement
Police Officer
The law. Patrol weight and arrest aggression scale with heat.
| Goal | Base | Type |
|---|---|---|
| Solve Cases | 75 | Autonomous |
| Maintain Order | 60 | Autonomous |
| Patrol Beat | 50 | Autonomous (scaled by heat and time of day) |
| Arrest Suspect | 13 | System |
| Fight | 12 | System |
| Execute Mission | 10 | Mission |
| Wander | 0.01 | Internal |
WARNING
Planned, not yet implemented. The officer "dark turn" drama goals (Mental Break Rage, Use Excessive Force, Burnout, Plant Evidence) exist in the data with trait gates, but their actions were never built, so they cannot currently fire. They are not live behavior yet.
Corrupt Officer
A cop you can buy. Once bribed, becomes a recurring contact. The passive side of your crew's Bribe Officer and Rat to Police goals.
| Goal | Base | Type |
|---|---|---|
| Accept Bribe Payment | 12 | Internal |
| Wander | 0.01 | Internal |
Rivals and threats
Rival Gang Member
Enemy faction crews who compete for turf and attack on Director events. A greedy defector who leaves you can become one.
| Goal | Base | Type |
|---|---|---|
| Fight | 12 | System |
| Execute Mission | 10 | Mission (Director) |
| Sell Drugs | 2 | Autonomous |
| Wander | 0.01 | Internal |
NOTE
Rival Sell Drugs is real but finite: rivals spawn with about 200g and have no restock goal, so they deal until they run out and then stop. It is a low-priority background behavior, not a full economy loop like your crew's.
Hitman
A contract killer you hire. The hit is a player order: you pick the target, the hitman carries it out.
| Goal | Base | Type |
|---|---|---|
| Fight | 12 | System |
| Execute Mission | 10 | Mission (player-ordered) |
| Wander | 0.01 | Internal |
Raid Agent
The squad behind an FBI or SWAT raid. Spawned by the Director, targets your buildings.
| Goal | Base | Type |
|---|---|---|
| Fight | 12 | System |
| Execute Mission | 10 | Mission (Director) |
| Wander | 0.01 | Internal |
Prisoner
An incarcerated pawn. Used for the prison plays described under Combat and Betrayal: you can order a hit inside to remove a rival or a talking informant quietly.
| Goal | Base | Type |
|---|---|---|
| Fight | 12 | System |
| Execute Mission | 10 | Mission (player-ordered) |
Civilians and recruits
Civilian
Ambient city life. Mostly they make the streets feel alive, but they are also witnesses who report crime, and targets for robbery and extortion.
| Goal | Base | Type |
|---|---|---|
| Submit to Intimidation | 10 | System |
| Being Robbed | 9 | System |
| Flee | 8 | System |
| Wander | 0.01 | Internal |
Street Criminal
A freelance criminal who can be recruited into your crew. This is also what a defector becomes when they walk, which is how the re-recruitment loop in Betrayal works.
| Goal | Base | Type |
|---|---|---|
| Respond to Recruitment | 20 | Internal |
| Leave Town | 20 | System |
| Deal Solo | 18 | System |
| Rob Civilian | 15 | System |
| Wander | 1 | Internal |
At a glance
| Entity | Side | One-line purpose |
|---|---|---|
| Gang Member | You | Your crew; runs the business, makes the drama |
| Drug Trafficker | Economy | Supplies cocaine to your crew |
| Drug Addict | Economy | Retail demand for crack |
| Distributor | Economy | Wholesale buyer for bulk cocaine |
| Debtor | Economy | Owes you money |
| Police Officer | Law | Patrols, investigates, arrests |
| Corrupt Officer | Law | A cop you can buy |
| Rival Gang Member | Enemy | Competes for turf, attacks you |
| Hitman | Threat | Contract killer |
| Raid Agent | Threat | FBI or SWAT raid squad |
| Prisoner | Neutral | Incarcerated; prison plays |
| Civilian | Neutral | Ambient life, witnesses, targets |
| Street Criminal | Recruit | Freelancer you can recruit; what defectors become |
Modding
Every entity above is defined in data: its properties, trait pools, and goals. To add a new type or change an existing one, see Entities & Identities and GOAP: Goals & Actions.