Schemes

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“This here’s Miss Bonnie Parker. I’m Clyde Barrow. We rob banks.”

When a scheme is available for one of your captain roles, you’ll get a start-of-turn notification. You can find schemes at the bottom of their character sheet. You don’t have to send them away that turn, or at all, if you don’t want to.

If you already have a captain away on a scheme, you can’t start a second one. It will have to wait until the first one has finished, even if they are for two entirely different roles.

Having a captain away on a scheme effectively removes them from play, so if they’re in a big truck, so if you’re short on large vehicles, make sure you assign them to a smaller car before accepting the scheme so you can keep using the truck while they’re gone. Because they will be gone for 10+ turns – see below.

Please note that if you don’t currently have a certain resource in your safe house, you don’t have to call off the scheme, despite the only dialogue option being to call it off. Ignore that. Just close down the window by clicking the X in the top right corner. Get the resource(s) to your safe house, then go to that captain’s criminal record (character sheet), press the scheme button (the middle one) at the bottom and select the option with the relevant resource to continue. The captain will wait for you until you’re ready.

You can usually see where the target of a scheme is by looking at the map. It’s a triangular symbol. If the target for the scheme isn’t in your area of interest, like if your Mouthpiece found a dirty cop in precinct far away from your territory to ever be of any use of you, or you have no desire to open up a new front on the other side of the map which your Lookout is proposing, you can choose to call off the scheme as soon as that option comes up. No need to waste resources or risk your captain getting arrested for zero reward.

Changed your mind about a scheme for some other reason? You can end any scheme at any time when you have the option to do so, usually when you have to make a decision of some kind. Either pay/do something to continue the scheme, or “call it off”. You might get a (partial) refund if you decide to not go through with it.

If the scheme fails and your captain gets arrested, you can bail them out of jail … if you have at least $40k spare. Or you could choose to let them rot in jail. You do you. If you have the cash and want your captain back, talk to one of your bribed cops, they’ll arrange for something to happen to the evidence. At the date of the trial, it will be dismissed for lack of evidence, and that’s when you get your captain back. Until the trial date, despite any evidence tampering, they’re stuck in jail.

Schemes for each role

Accountant

Real Estate Ventures (12-14 turns)

You search your territory in search of a new building to take over.

The map will only show you where one of the potential buildings are located and what its cover business is, e.g. you’re setting up in the back room of a dairy or a sawmill. All you have to go on when presented with options is the size of the building and what, if anything, it produces in the background. If you’re lucky the building is in the area you were hoping for, but it’s never a guarantee.

Cooldown: 252 days

ChapterCostDuration
0: Real Estate Dealn/a7 days (1 turn)
1: Neighborhood Tour (100%)n/a28 days (4 turns)
2: Negotiation Style (100%)Crew has any of traits: Aggressive, Confident (go to 4)
Otherwise -$250 (go to 3)
14 days (2 turns)
3: Find Deal (90%)If you have produced at least 1 of any T1, choose one option:
25 Brick Wine
25 Hard Cider
35 Homemade Beer
20 Moonshine
15 Applejack (Pittsburgh)
15 Fruit Wine (Detroit)
14 days (2 turns)
4: Negotiate Building (90%)If you haven’t “repaired” at least 2 buildings:
10 Lumber, 15 Bricks

If you have “repaired” at least 2 buildings, skip to 6.
28 days (4 turns)
5: Build out (90%)Unless crew has one of traits: Friendly, Kind, Sociable: -$1507 days (1 turn)
6: Get building (100%)n/aScheme ends
4: I haven’t got a clue about what “repairing” a building is supposed to mean in this context.

Fail results

ChapterRequirementOutcome
1n/aArrest
2n/aDeath
3: Crew has any traitsCompassionate, Forgiving$250, scheme ends
3: Crew has none of traitsCompassionate, ForgivingScheme ends
4If you successfully found a buildingRetry step 3: Find Deal, otherwise scheme ends
5: Crew has any traitsCautious, Nervous, SharpeyedScheme ends
5: Crew has none of traitsCautious, Nervous, SharpeyedArrest

Closer

Suburban Sojourn (12 turns)

You go to the suburbs trying to make contact with one of the small-time operators out there.

Cooldown: 175 days

Requirements: Skill: Speaking Easy

ChapterCostDuration
0: Speakeasy Pressure-$120021 days (3 turns)
1: Find Connections (90%)-$500, go to 4: Secret Delivery under the Intimidator role’s Industrial Infiltration scheme from there14 days (2 turns)

Fail results

ChapterRequirementOutcome
1n/aArrest

Enforcer

All Bank Heists have the same starting point. The difference is what you choose to do when you’ve found a bank inside your territory to target. If you haven’t yet discovered Paper as a resource, you can’t choose the Inside Job route.

Cooldown: 168 days

In order to get Gemstones, you need to be on the Philadelphia map, otherwise you’ll just get the money.

Bank Heist: Take-over – Talkative Executive route (16 turns)

You take over a bank branch by bribing a talkative executive.

Chapter (success rate)CostDuration
0: Bank Heist-$1000, 1 Colt Pistol35 days (5 turns)
1: Find Banks (100%)-$150021 days (3 turns)
2: Bank Take-over (90%)Depending on which T1 resource you’ve ever produced, you choose one of these options:
25 Brick Wine
25 Hard Cider
25 Homemade Beer
25 Moonshine
25 Applejack
25 Fruit Wine
21 days (3 turns)
3: Talkative Executive (90%)14 days (2 turns)
4: Follow Executive (90%)If you have less than $10k cash in total:
-$1500 (go to 4: Midnight Visit under Turn Guards route)
Otherwise:
-$5000
21 days (3 turns)
5: Gain Bank (90%)You gain a bank?? There’s nothing to say you gain any kind of reward.Scheme ends

Fail results

ChapterRequirementCostOutcome
2: BribeCash $2500-$9999
Cash $10k-$24999
Cash $25k-$49999
Cash $50k or more
-$1000
-$2500
-$5000
-$10000
“General fail epilogue”
2: No bribe?n/an/aLay low
3, 4n/an/aArrested
5: Has any of these traitsAgile, Cautious, Intelligent, Nervous, Sharpeyed, Strongn/a“Traits fail epilogue”
5: Has none of these traitsAgile, Cautious, Intelligent, Nervous, Sharpeyed, Strongn/aDeath
Bank Heist: Take-over – Drunken Accident route (13-18 turns)

You take over a bank branch by staging a drunken accident.

Chapter (success rate)CostDuration
0: Bank Heist-$1000, 1 Colt Pistol35 days (5 turns)
1: Find Banks (100%)-$150021 days (3 turns)
2: Bank Take-over (90%)Depending on which T2 resource you’ve ever produced, you choose one of these options:
15 Counterfeit Wine
15 Sparkling Cider
15 Backroom Beer
15 Bathtub Gin
15 Corn Whiskey
15 Homemade Brandy
14 days (2 turns)
3: Drunken Accident (90%)Decide to help with repairs, choosing one of these options:
1. -$750
2. -$250, 3 Sheet Metal
3. No cost listed, but is only available if you have built any kind of garage
21 days (3 turns)
4: Repair Favor (90%)If you chose option 3 in the previous chapter and have an improved Truck Repair Bay, you have the option to gain: 2 Small Delivery Trucks and 1 Large Delivery Truck (the scheme ends here)

Or/otherwise:
-$5000
Scheme ends, or
35 days (5 turns)
5: Gain Bank (90%)You gain a bank?? There’s nothing to say you gain any kind of reward.Scheme ends

Fail results

ChapterRequirementCostOutcome
2: (Choice) Try to bribeTotal cash amount:
$2500-$9999
$10k-$24999
$25k-$49999
$50k or more
Pay bribe:
-$1000
-$2500
-$5000
-$10000
“General fail epilogue”
2: (Choice) Don’t bribe?n/an/aLay low
3, 4n/an/aArrest
5: (Automatic) Have any of these traitsAgile
Cautious
Intelligent
Nervous
Sharpeyed
Strong
n/a“Fail Traits Epilogue”
5: (Automatic) If you DON’T have any of these traitsAgile
Cautious
Intelligent
Nervous
Sharpeyed
Strong
n/aDeath
Bank Heist: Inside Job – Turn Guards route (14 turns)

You plan (and execute) a bank heist by getting chummy with someone on the inside.

Requirement: Discovered Paper

Chapter (success rate)CostDuration
0: Bank Heist-$1000, 1 Colt Pistol35 days (5 turns)
1: Find Banks (100%)-$750, 10 Paper21 days (3 turns)
2: Inside Job (90%)If you have any of these traits: Curious, Friendly, Sociable, Talkative:
-$1500
28 days (4 turns)
3: Turn Guards (90%)If you haven’t produced any T2 alcohol:
-$1000

If you have produced any T2 alcohol, choose one:
50 Counterfeit Wine
60 Sparkling Cider
60 Backroom Beer
45 Bathtub Gin
45 Homemade Brandy
45 Corn Whiskey
14 days (2 turns)
4: Midnight Visit (90%)If you’re successful, the amount of money you get depends on the current month (in-game):
Jan/Mar/May: $14248
Feb/Apr/Jun: $11371
Jul/Sep/Nov: $17242
Aug/Oct/Dec: $16356
Scheme ends

Fail results

ChapterRequirementOutcome
2, 3: Has any of these traitsCautious, Nervous“Trait fail epilogue”
2, 3: Has neither of these traitsCautious, NervousArrest
4: Has any of these traitsAgile, Cautious, Intelligent, Nervous, Sharpeyed, Strong“Trait fail epilogue”
4: Has any of these traitsAggressive, Careless, Confident, Irritable, LonerDeath
4: Has none of these traitsAggressive, Agile, Careless, Cautious, Confident, Intelligent, Irritable, Loner, Nervous, Sharpeyed, StrongDeath, but it should be Arrest¹
¹There’s an error in the settings file. Open Schemes.sim, search for “chapter.midnight-visit.decide.fail-arrest.epilogue” (line 1109) and change the word kill to arrest on the line below.
Bank Heist: Inside Job – Get Plans route (18 turns)

You plan (and execute) a bank heist by getting chummy with someone on the inside.

Requirement: Discovered Paper

Chapter (success rate)CostDuration
0: Bank Heist-$1000, 1 Colt Pistol35 days (5 turns)
1: Find Banks (100%)-$750, 10 Paper21 days (3 turns)
2: Inside Job (90%)If you have NONE of these traits: Curious, Friendly, Sociable, Talkative:
-$1500
28 days (4 turns)
3: Get Plans (90%)If you have any of these traits: Confident, Friendly, Kind, Sociable, Talkative:
-$10

If you have NONE of these traits: Confident, Friendly, Kind, Sociable, Talkative:
-$500
21 days (3 turns)
4: Plans Timing (90%)1. 3 Lumber, 2 Bricks
(go to 4: Midnight Visit under Turn Guards route)
2. -$500
14 days (2 turns)
5: Crew Meeting (90%)n/a7 days (1 turn)
6: Roll Out (90%)Successful outcome is randomized:
1. $24987
2. $17564
3. $12336
4. $23785 + 42 Gemstones
5. $15442 + 31 Gemstones
6. $11441 + 18 Gemstones
Scheme ends

Fail results

ChapterRequirementOutcome
2: Has any of these traitsCautious
Nervous
“Trait fail epilogue”
2: Has neither of these traitsCautious
Nervous
Arrest
3: Has any of these traitsConfident, Friendly, Kind, Sociable, Talkative“Trait fail epilogue”
3: Has none of these traitsConfident, Friendly, Kind, Sociable, TalkativeArrest
4, 5n/aArrest
6n/aDeath
Bank Heist: Bank Robbery (21 turns)

You plan (and execute) a bank robbery.

Chapter (success rate)CostDuration
0: Bank Heist-$1000, 1 Colt Pistol35 days (5 turns)
1: Find Banks (100%)-$75021 days (3 turns)
2: Bank Robbery (90%)What choice(s) you get depends on what weapons you’ve discovered, but choose one of these:
3 Colt Pistol
3 Winchester Rifle
2 Thompson Submachine Gun
5 Pocket Pistol
-$1200 (go to 3A: Guns Blazing)

If you have any kind of garage (including the garage/booze op combo):
5 Sheet Metal, 2 Lumber, -$500 (go to 3B: Safe Cracker)
21 days (3 turns)
3A: Guns Blazing (90%)Has any trait: Friendly, Kind, Sociable, Talkative:
-$750

Has any trait: Irritable, Loner, Slow, Unkind:
-$1250

If crew has none of the traits mentioned above:
-$1000
21 days (3 turns)
3B: Safe Cracker (90%)Has any trait: Curious, Hardworking, Intelligent:
-$250

Has none of trait: Cruel, Irritable, Strong:
-$500
35 days (5 turns)
4: Crew Gather (90%)If you haven’t produced any T1 alcohol:
-$500

If you have produced any T1 alcohol, choose one:
40 Brick Wine
40 Hard Cider
55 Homemade Beer
25 Moonshine
30 Applejack (Pittsburgh)
30 Fruit Wine (Detroit)
7 days (1 turn)
5: Crew Meeting (90%)n/a7 days (1 turn)
6: Roll Out (90%)Successful outcome is randomized:
1. $24987
2. $17564
3. $12336
4. $23785 + 42 Gemstones
5. $15442 + 31 Gemstones
6. $11441 + 18 Gemstones
Scheme ends

Fail results

ChapterRequirementOutcome
2: Has any of these traitsCautious, Intelligent, Nervous“Trait fail epilogue”
2: Has none of these traitsCautious, Intelligent, NervousArrest
3A: Has any of these traitsCruel, Irreverent, Strong, Vindictive“Trait fail epilogue”
3A: Has none of these traitsCruel, Irreverent, Strong, VindictiveArrest
3Bn/aDeath
4: Has any of these traitsCruel, Irritable, Strong“Trait fail epilogue”
4: Has none of these traitsCruel, Irritable, StrongDeath
5n/aArrest
6n/aDeath
Jewelry Heist (4 turns)

You plan (and execute) a jewelry heist.

Requirement: Philadelphia map, having fewer than 5 Gemstones.

ChapterCostDuration
0: Jewel Heist-$250, 1 Thompson Machine Gun21 days (3 turns)
1: Jewel Search (90%)Choose option:
Cat Burglary
Daylight Robbery
7 days (1 turn)
2A: Cat Burglary (90%)Successful outcome is randomized:
A. 25 Gemstones
B. 38 Gemstones
C. 51 Gemstones
Scheme ends
2B: Daylight Robbery (90%)Successful outcome is randomized:
A. 48 Gemstones
B. 64 Gemstones
C. 77 Gemstones
Scheme ends

Fail results

ChapterRequirementOutcome
1n/aYou just fail and get a Winchester rifle back?
2An/aArrest
2Bn/aDeath

Intimidator

Industrial Infiltration (18 turns)

This is a way to get supplies for one of your operations. You can repeat it when asked to get more resources. It’s a good way to get some stuff together if you’re struggling with certain supplies.

Cooldown: 74 days

ChapterCostDuration
0: Warehouse Pressure-$800, 4 Baseball Bat28 days (4 turns)
1: Find Warehouses (90%)-$15014 days (2 turns)
2: Warehouse Intercept (90%)If you have space for production: -$500

Otherwise: Scheme ends
21 days (3 turns)
3: Warehouse Wait (90%)-$50014 days (2 turns)
4: Secret Delivery (90%)10 Lumber, 5 Bricks35 days (5 turns)
5: Suburban Supplies (90%)If you haven’t unlocked any T4 booze or Skill: Booze Bottling: -$500 (go to 6A)

If you have unlocked Skill: Booze Bottling but no T4: -$1000 (go to 6B)

If you have unlocked T4 (any): -$750 (go to 6C)
14 days (2 turns)
6A: Late Night Delivery
Bottles (90%)
If you haven’t completed the Suburban Sojourn scheme, and have unlocked any T3 resource (randomized):
120 Bottled T3 booze

If you have completed the Suburban Sojourn scheme, and have unlocked any T3 resource, but not unlocked a T4, you unlock a T4 and get (randomized):
120 Bottled T3 booze +
24 newly unlocked T4 booze
Scheme ends
6B: Late Night Delivery (90%)Randomized:
3 T3 booze barrels
Scheme ends
6C: Late Night Delivery (90%)This depends on what you have previously unlocked. If you haven’t completed the Suburban Sojourn scheme, you get 80 of a previously unlocked T4 type, e.g. you have unlocked Champagne before, so you get 80 Champagne.

If you have completed Suburban Sojourn, you get 80 of a previously unlocked T4 booze (as above), and you unlock a new T4 type and get 24 of them, e.g. 24 Cordial.
Scheme ends

Fail results

ChapterRequirementOutcome
1: Levels in Efficient Driver 2 or more
1
None
$1800
Death
You find nothing
2Failure outcome is randomizedA. Scheme ends
B. Arrest
C. Death
3, 4n/aArrest
5: Crew has any of traitsAggressive, Confident, Immoral, Loner, Vindictive“Runaway crew”, random outcome:
A. Large Delivery Truck, Small Delivery Truck
B. Sports Car, $1000
C. Arrest
D. Death
5: Crew has any of traitsClumsy, Lazy, Myopic, Slow“Dumb crew”, if you decide to bribe your way out: -$500. If you don’t: arrest
5: Crew has none of traitsAggressive, Clumsy, Confident, Immoral, Lazy, Loner, Myopic, Slow, Vindictive“No traits epilogue”
6: Crew has any of traitsAggressive, Confident, Immoral, Loner, Vindictive“Fail traits epilogue”
6: Crew has none of traitsAggressive, Confident, Immoral, Loner, VindictiveDeath

Jailbird

Calling in a Raid (12 turns)

Tip off the feds about a rival outfit’s operations so they can be raided.

Cooldown: 252 days

ChapterCostDuration
0: Tip Off-$150035 days (5 turns)
1: Connection From Prison (90%)Crew has any trait:
A. Cautious, Nervous, Quiet: 2 Pistols, -$250.
B. Confident, Friendly, Sociable, Talkative: -$50.
C. Aggressive, Cruel, Immoral, Irritable, Unkind, Vindictive: -$750.

D. Crew has none of the above traits, but has produced at least 1 of T1:
40 Brick Wine
40 Hard Cider
60 Homemade Beer
30 Moonshine
30 Applejack (Pittsburgh)
30 Fruit Wine (Detroit)
21 days (3 turns)
2: Secret Meeting (90%)n/a28 days (4 turns)
3: Secret Spoils (100%)Choose option:
A. $5000 reward
B. Choose between any unlocked T4 resources and receive 100 T4 bottles
Scheme ends

Fail results

ChapterRequirementOutcome
1n/aArrest
2n/aDeath

Lookout

Distant Outposts (9-11 turns)

You’re trying “a far off possibility for a new front.” If you’re successful you get a new front somewhere outside of your current territory. Sometimes, if you’re unlucky, it’s on the other side of the map (where you might not want to set up a front at this point), so when you reach chapter 2, always check the map for location before you commit!

Cooldown: 175 days

Requirements: Vehicle condition needs to be “good”

ChapterCostDuration
0: Distant Outpost-$10035 days (5 turns)
1: Secret Recon (100%)If crew has opened 1 or more fronts, skip to 4; otherwise -$20021 days (3 turns)
2: Area Recon (90%)If crew has trait Friendly, Kind, Sociable: skip to 4.

If crew has none of the above traits, and has produced no T2: -$200.

If crew has none of the above traits, but has produced at least 1 of any T2, choose between:
20 Counterfeit Wine
20 Sparkling Cider
20 Backroom Beer
20 Bathtub Gin
20 Fruit Brandy (Philadelphia)
20 Corn Whiskey (Cincinnati)
14 days (2 turns)
3: Block Party (90%)n/a7 days (1 turn)
4: Outpost Deal (90%)Only if territory is smaller than 25 corners: -$200Scheme ends

Fail results

ChapterRequirementOutcome
2n/aScheme ends, Arrest, or Death (randomized)
3n/aArrest
4n/aScheme ends or Arrest (randomized)

Mouthpiece

Dirty Cops (11 turns)

You’re trying to dig up dirt on a cop. If successful, that particular cop “shouldn’t bother you for a year or so” effectively removing the need to bribe them for the next year. Useful if you’re doing business in their precinct, otherwise pretty useless.

Cooldown: 175 days

ChapterCostDuration
0: Cop Blackmail-$10028 days (4 turns)
1: Digging For Dirt (90%)-$10028 days (4 turns)
2: Keep following (90%)If you have unlocked any of these weapons: 1 Colt Pistol or 1 Pocket Pistol (go to 2A), otherwise go to 2B14 days (2 turns)
3A: Plant Evidence (90%)If the cop’s precinct (?) isn’t downtown: -$250
If the cop’s precinct (?) is downtown: n/a

Or, if you have space for a car: 2 Sports Car

Or, if you have space for a truck: Small Delivery Truck, Large Delivery Truck
7 days (1 turn), but if you chose a vehicle option, scheme ends
3B: Confront Cop (90%)n/a7 days (1 turn)
4: Payoff Meeting (90%)n/aScheme ends

Fail results

ChapterRequirementOutcome
1A. Efficient Driver <8
B. Have unlocked all resources for a T4 production
C: n/a
A. 100 XP, scheme ends
B. Unlock that T4 resource, scheme ends
C. Arrest
2 (fails are randomized)Decide to keep following$1000, scheme ends
2: Has any of traitsCautious, Nervous“Trait fail epilogue”
2: Has none of traitsCautious, NervousArrest
3A: Has any of traitsCompassionate, Forgiving, Kind150 XP, scheme ends
3A: Has any of traitsAggressive, Cruel, Vindictive$1000, scheme ends
3A: Has none of traitsAggressive, Compassionate, Cruel, Forgiving, Kind, VindictiveScheme ends
3Bn/aArrest or death (random)
4n/aArrest

Operative

Political Edge (8-11 turns)

You gain some political influence with a nearby politician.

Cooldown: 540 days

Requirement: Can’t happen during an election cycle

ChapterCostDuration
0: Political Schemes-$20028 days (4 turns)
1: Find Politician (100%)If you create your own scandal: -$75014 days (2 turns) to 2A or 35 days (5 turns) to 2B
2A: Create Scandal (90%)Personal or financial, either option is the same: -$50014 days (2 turns)
2B: Find Scandal (90%)Randomized success: either a personal (go to 3A) or financial scandal (go to 3B) is found, or the politician panics and you gain 7 Influence.14 days (2 turns) or scheme ends if the politician panics
3A: Personal Scandal (90%)Crew has any of traits Aggressive, Confident, Cruel, Immoral, Unkind, Vindictive: gain 12 Influence

Crew has none of the above traits: gain 9 Influence
Scheme ends
3B: Financial ScandalCrew has any of traits Aggressive, Confident, Cruel, Immoral, Unkind, Vindictive: gain 14 Influence

Crew has none of the above traits: gain 11 Influence
Scheme ends

Fail results

ChapterRequirementOutcome
2n/aScheme ends
3n/aDepending on what laws are already enacted or not, one gets randomly chosen and enacted immediately:
construction tax, container tax, vehicle tax, speed limit, cop funding, internal affairs, real estate taxes, or if you have produced no T1, make grapes, apples, or malt syrup illegal