Skip to content

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 crew preview, with a tab for every entity type in the game.

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:

TypeMeaning
PlayerAssignable by you on the goal-priority panel. Only your gang members have these.
Player orderFired by a specific order you issue (a hit contract, a prison play, a green light), not the priority panel.
MissionCarries out an assigned mission. Assigned by the Director or, for some entities, by a player order.
AutonomousThe pawn chooses this on its own from world state. The default for non-crew entities; you do not direct it.
SystemAlways active and outranks other goals. Driven by sensors (combat, fleeing, arrest).
InternalHidden 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.

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.

GoalBaseType
Sell Drugs75Autonomous
Wander0.01Internal

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.

GoalBaseType
Get Drugs8Autonomous (scaled by craving and time of day)
Flee8System
Wander0.01Internal

Distributor ​

The wholesale buyer. Distributors buy bulk cocaine from your crew (Sell Wholesale): thinner margin, far less heat than retail.

GoalBaseType
Buy Wholesale8Autonomous
Wander0.01Internal

Debtor ​

Someone who owes you money. The target of Collect Debt. Will try to avoid your collector.

GoalBaseType
Flee8System
Pay Debt6Autonomous
Wander0.01Internal

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.

GoalBaseType
Solve Cases75Autonomous
Maintain Order60Autonomous
Patrol Beat50Autonomous (scaled by heat and time of day)
Arrest Suspect13System
Fight12System
Execute Mission10Mission
Wander0.01Internal

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.

GoalBaseType
Accept Bribe Payment12Internal
Wander0.01Internal

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.

GoalBaseType
Fight12System
Execute Mission10Mission (Director)
Sell Drugs2Autonomous
Wander0.01Internal

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.

GoalBaseType
Fight12System
Execute Mission10Mission (player-ordered)
Wander0.01Internal

Raid Agent ​

The squad behind an FBI or SWAT raid. Spawned by the Director, targets your buildings.

GoalBaseType
Fight12System
Execute Mission10Mission (Director)
Wander0.01Internal

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.

GoalBaseType
Fight12System
Execute Mission10Mission (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.

GoalBaseType
Submit to Intimidation10System
Being Robbed9System
Flee8System
Wander0.01Internal

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.

GoalBaseType
Respond to Recruitment20Internal
Leave Town20System
Deal Solo18System
Rob Civilian15System
Wander1Internal

At a glance ​

EntitySideOne-line purpose
Gang MemberYouYour crew; runs the business, makes the drama
Drug TraffickerEconomySupplies cocaine to your crew
Drug AddictEconomyRetail demand for crack
DistributorEconomyWholesale buyer for bulk cocaine
DebtorEconomyOwes you money
Police OfficerLawPatrols, investigates, arrests
Corrupt OfficerLawA cop you can buy
Rival Gang MemberEnemyCompetes for turf, attacks you
HitmanThreatContract killer
Raid AgentThreatFBI or SWAT raid squad
PrisonerNeutralIncarcerated; prison plays
CivilianNeutralAmbient life, witnesses, targets
Street CriminalRecruitFreelancer 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.

Community documentation for BBox: Kingpin.