A base is a tycoon
Every base starts as a shell with three things in it: an entrance door, an armoury and a plain spawn room. Every other room is empty: bare walls, a dirt floor, a lantern and a brass plaque. The family buys rooms one by one and the rooms appear; each room then has levels that replace it. The door has five levels of its own. Nothing is ever standing in a base that has not been bought.
Bank
Station
Ritz
Inquisition HQ
Reactor
Lumber Camp
Field Arena
1Sous le Pont
2Les Égouts
3Le Ghetto
4La Grotte
5Le Bois
6La Villa ↓ off the map
Pins use the deploy map's own scale. Base 6 moved: it is now La Villa, in the west corner of the trench training field south of the Field Arena, 500 studs below the map's edge, far from the raiders and from Le Bois.
How a base grows
1 · What you start with
The shell of the base and three rooms at level 1: the entrance door (boarded planks, 400 HP), the armoury (a rack of rifles) and the spawn room (blankets, two bunks, and the plain table with the Ledger book, which is the base's one prompt). Every other room in the floorplan is an empty room: its walls, a dirt floor, one lantern, a brass plaque with the room's name and price. That is all a new family sees.
2 · Buying a room
At the Ledger table the Don picks a room from the list and pays from the treasury. The script removes the empty-room model and puts the room's level 1 model in the same box. The office appears, the vault room appears, the prison appears. Rooms unlock in any order, except the print shop (needs the vault room) and the helicopters (need the hangar).
3 · Levelling a room
Each room then has level 2 and level 3, bought the same way: the script swaps the room's model again. The three start rooms level up too (the armoury gets a counter and a heavy wall, the spawn room gets eight bunks and an infirmary). The door has levels 1 to 4 with more health each. One purchase per room per 10 minutes, so even a rich family builds up over days.
For the builder: one box, several models
Every room on a floorplan is one box (its size is written on it). For that box you build one model per state, and every model fits the box exactly with its pivot at the same corner: GHETTO_VAULT_L0 (the empty room), GHETTO_VAULT_L1 (the safe), GHETTO_VAULT_L2, GHETTO_VAULT_L3. Build all the states of a room one after the other in the same spot, so they line up, then hand them in as separate models. In the base itself only the L0 of every room stands, plus L1 of the door, the armoury and the spawn room. The script does the rest.
The empty room (L0) is a real finished room: proper walls, a floor, a lantern, the plaque. It must look fine on its own forever, because a poor family lives with it. Nothing of a later level pokes out of an L0: no painted helipad on the roof, no chalk safe, no empty car frame. The plaque is the only hint.
Outside pieces follow the same rule: the two lookout posts are 8 × 8 boxes on the approach whose L0 is just the ground; the hangar is a 24 × 24 box on the roof whose L0 is the plain roof the building already has.
For the scripter
-- ServerScriptService/Source/Familles/BaseRooms.luau
-- base.Rooms.VAULT is a Model with attributes Level (0) and Box (Vector3)
local function setLevel(base: Model, room: string, level: number)
local slot = base.Rooms[room]
local src = ServerStorage.Familles.Rooms[base.Name][room]["L" .. level]
for _, c in slot:GetChildren() do c:Destroy() end
local m = src:Clone()
m:PivotTo(slot:GetPivot()) -- same box, same pivot: no offsets ever
m.Parent = slot
slot:SetAttribute("Level", level)
end
-- fit check in Studio: (src:GetExtentsSize() - slot:GetAttribute("Box")).Magnitude < 0.6
-- DOOR carries HP by level; VAULT its slot count; PRINT its rate; PRISON the kidnap rightWhy it is built this way
- Nothing shows that is not bought: a base at stage 0 is a sad little den, a base at stage 11 is a fortress with a helicopter on the roof. That difference is what players work for.
- A room is one box, so a builder never has to guess where a thing goes or how big it may be.
- A base taken in a siege keeps its levels, so levels are also the loot.
- Every state is one model, so it can be rebuilt, reskinned or sold as a Robux pack without touching the script.
The bases
Start with number 3, Le Ghetto. Each base has a floorplan of boxes and a stage slider: drag it to see which rooms exist at every stage of the family's growth. "Build now" is the shell and the L0 of every room. The build list under the plan says exactly which models to make for that base.
The rooms and their states
Every room in the game, its box, and every state as a picture strip: the numeral in each panel is the level. Panel 0 is the empty room. Green cards are the states a base starts with. Purple prices are Robux (always with a cash price beside them).
Every base, every room
Sous le Pont sits under a bridge and Les Égouts in a sewer: no hangar, no helicopter. They are cheaper and the armoured car is their way out. The other four bases open at the top.
Turf war
The city is cut into eight quarters. Each has one Tableau board (F54) on a wall at a real spot. The family whose banner hangs on it holds the quarter and takes a cut of everything bought there. Bases are the bigger prize: take a rival's base and you take it with every level in it.
Taking a quarter
- Two or more made men stand at the Tableau 90 s with no rival family member within 20 studs. The banner changes. Any family can contest; the timer resets while both are there.
- The holder earns 3% of every cash purchase in the quarter and the quarter's perk, paid into the treasury every 15 minutes while a member is in the server.
- Police with a warrant can tear the banner down: the quarter goes neutral. No warrant, no touching the board.
- A quarter held 24 h straight pays double. Hold all eight and the family is Parrain de Toulouse that week: 10% off every room, its crest in the Chronicle.
Taking a base
- Only in a vendetta and in Siege Hours (19:00–23:00 UTC), with 2+ defenders and 3+ attackers in the server. Attackers bring the door to 0 HP, hold the Ledger 3 minutes, and the base changes hands.
- The winner gets the base with every room and level in it. That is the point of the fight.
- The loser keeps its treasury, ranks, furniture packs and helicopters, gets a 72 h shield on its other base and may buy any empty base.
- The police take a base the same way with a warrant: they seize 10% of the treasury, destroy every press, impound cars and the helicopter, cut the door and the vault by one level, and the base stands empty 24 h.
- A family holds at most 2 bases. Upkeep 5% of the base price a week; 2 weeks unpaid and it goes to auction.
The Power table (Le Tableau in every meeting room, and the Chronicle)
Power = 10 per quarter held + the sum of every room level in the family's bases + 25 per vendetta won − 25 per base lost. It decays 10% a week. Top three families are printed in the Chronicle on Sunday. Vendetta: a Don declares it in the meeting room against one family; both may now siege each other; it ends after one base changes hands or 7 days.
The furniture
Every piece, with a picture where there is one, its size, what it is made of, where it goes and what it does. A room state is made of these pieces. "Build now" pieces go in every base from day one.
Game rules
Doors have health. Nobody picks them.
The base door is never picked and never opened by a prompt from outside. It has hit points by level (planks 400, timber 900, steel 1,800, bank door 3,600, blast door 6,000) and only heavy things take them off:
- At 0 HP the door blows open (the BLOWN state of the door model, the existing DoorBreach sounds) and stands open 120 s, then shuts itself at 25% HP.
- It heals 2% every 10 s while no hostile is within 30 studs. A member can repair it: Repair is a choice on the Ledger menu while standing at the door, 1% a second, 50 cash a percent.
- Who may damage it: police only with a warrant (the alarm bell still rings without one, and trespass is a crime); a rival family only in a vendetta and Siege Hours; raiders during a raid. Outside those, hits do nothing.
- The back way (hatch, tunnel) has its own HP (600 / 1,200) and opens only for members from inside; from outside it is a wall. Inner doors have no HP: they lock 20 s on alarm level 2 and otherwise open for members.
How the vault room works
- Two different things. The treasury is a number on the family record: never carried, never dropped, never lost in a siege (the police seize 10% at the Ledger, nothing else touches it). The vault is where items live: gold bars, forged passes, contraband, crates, counterfeit waiting to be laundered, and cash a member banks before it is laundered.
- Any member puts items in and takes them out (a choice on the Ledger menu while in the vault room; the safe has no prompt). Level 1: a safe, 20 slots. Level 2: the vault cabinet, 60 slots and a cash drawer (clean cash goes straight to the treasury). Level 3: the time-lock door, 120 slots, and it unlocks print shop level 3.
- What is in the vault is the family's across servers: written on the family record, not the server.
- Cracking it: only after the door is at 0 HP and only by whoever may siege. Level 1: a crowbar, 60 s. Level 2: C4, 90 s. Level 3: the drill, 3 minutes, loud, pinged to every member. A cracked vault spills half its slots on the floor for the attackers; police seize them as evidence. Counterfeit in a cracked vault is all lost. During a siege the family cannot empty its own vault.
Print shop and launderer
- The print shop needs the vault room. Level 1 hand press 1,000 counterfeit per 15 min, level 2 steam press 2,500, level 3 engraving press 5,000 (needs vault level 3). A press only prints while a member is within 30 studs; it fills the vault and stops when the vault is full. Les Égouts prints 25% faster.
- Counterfeit is worth nothing until it is laundered: the office's launderer turns it into treasury at 20 / 30 / 35% by office level, 10,000 every 15 min at most. The black market's launderer takes it too, at 15%, with a heat cost.
- Printing adds heat; at high heat the Inquisition gets a warrant automatically. A seized press is destroyed, not impounded: buy it again.
Kidnapping and the hood: the prison's levels
- Kidnapping is unlocked by buying the prison. Before that a family has no zip ties and no Kidnap choice on the player menu. Target downed, hands up, or held at gunpoint within 8 studs for 3 s; zip ties, carry, car boot as today.
- The hood comes with prison level 2: every made man of the family can hold out the black hood and put it on a tied captive (the Inquisition keeps its own bag; the hood leaves any shop it is sold in). Hooded captives see black and hear only the car.
- Ransom 500–5,000 at level 1, to 20,000 at level 2, always released unharmed after 10 minutes (15 at level 2); struggle every 90 s; level 3 holds two.
- Never: under 30 min playtime, in First Deployment, AFK, safe zones. Once per 45 min per victim. Police alert after 2 min, 1,000 reward for a rescue.
Hangar, two helicopters, cars
- The hangar is a 24 × 24 box on the roof (Le Ghetto: the shed; La Grotte: the rock above the office; Le Bois: the shed roof; La Villa: the roof terrace). L0 is the plain roof. Level 1 (699 R$ or 600,000) is the helipad: lamps, the crest, a windsock; the helicopter lands and spawns there. Level 2 (400,000) splits the roof: the helicopter sleeps inside the base and rises on a lift.
- Helicopter A, light: 4 seats, fast, no gun, 449 R$ or 250,000. Helicopter B, heavy: 6 seats, a door gunner, slow, 799 R$ or 500,000. Both carry the family crest on the doors. Bought once; Spawn helicopter is a choice on the Ledger menu with hangar level 1 or more; one family helicopter in the air per family, back 20 min after it is shot down. SAMs, planes and guns bring it down; police impound it in a warrant raid. While the roof is open anyone can drop in: close it (Ledger menu, 8 s).
- Garage level 1 spawns the family car (black saloon, crest, 4 seats, 400 HP). Level 2 the armoured car (1,200 HP, armoured glass, 5 seats, trunk 100, top speed 52: the getaway with the captive and the cash). Level 3 a truck (trunk 250) and a mechanic who repairs family vehicles twice as fast. Two family vehicles out per base at a time; a destroyed one is back in 10 minutes.
Alarm post, workshop, back way
- The alarm post is a room of its own on the door (levels 1–4: bell; siren and lamps with locked inner doors; lookouts with the blackout lever; wired, with tripwire flares and a pocket buzzer). Without it a family is never warned.
- The workshop sells protection: vests (25% less bullet damage), then helmets and gas masks and grenade crafting, then two heavy plate suits per base (2× health, slow, no sprint) for the men who hold the door. Nothing in it is stronger than what the Raiders carry: armour, not firepower.
- Burn the books: hold the Ledger 10 s. If police reach it first they seize 10% of the treasury.
Family, ranks and products
- Ranks: Don, Consigliere, Underboss, Capo (up to 4), Soldier, Associate. Joining is free; Associates spawn at Le Ghetto only and become Soldiers by the oath in a meeting room.
- Don's Charter pass 4,999 R$ (founds a family, 12 seats) · Made Man pass 399 R$ · +5 seats 299 R$ · Helipad 699 R$ · Helicopter A 449 R$ · Helicopter B 799 R$ · furniture packs 499–799 R$ · new crest 149 R$. Every Robux line but the Charter and the packs also has a cash price.
- Who may buy rooms: Don, Consigliere, Underboss; Capos may buy the posts, the print shop and the garage. Every purchase is in the Ledger with a name.
Money
- Treasury: quarter cuts, rackets, armoury sales, the bar, forgeries, the still, the tunnel, laundered counterfeit, heist shares, ransoms. Capped at 5,000,000. Every line logged.
- Rooms are the sink. A base with every room at its top level costs about 5.2 million cash; that is the work.