City of Gangsters
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Über das Spiel
Wir schreiben das Jahr 1920 und die Prohibition hat in den USA gerade begonnen. Durch den Erlass des Kongresses wird über Nacht ein großer Teil der nationalen Wirtschaft illegal: Bars und Kneipen müssen schließen, Destillerien und Brauereien lassen die Geräte ruhen und Lieferanten orientieren sich um. Doch eine neue Ära steht in den Startlöchern: das goldene Zeitalter der Schmuggler, der Schwarzmärkte, der illegalen Herstellung und des organisierten Verbrechens.
Jetzt bist du an der Reihe. Du bist zu Beginn der Prohibition in der Stadt angekommen und hast große Ambitionen. Hinter vielen der Fassaden basteln die Menschen an provisorischen Destillerien, geheimen Laderampen und an Mondscheinkneipen. Schaffst du es, dir deinen Weg in dieses Netzwerk hineinzubahnen, dann liegt dir die Welt zu Füßen.
Aber du musst das größere Ziel im Auge behalten und darfst dich nicht vom schnellen Geld ablenken lassen. Du musst mehr wollen. Viel mehr.
Systemanforderungen
Noch haben wir keine Systemanforderungen für dieses Spiel eintragen können oder es sind noch keine bekannt.
Steam Nutzer-Reviews
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46 Std. insgesamt
Verfasst: 07.04.22 10:57
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1654 Std. insgesamt
Verfasst: 01.12.21 16:57
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9516 Std. insgesamt
Verfasst: 21.09.21 11:45
Viele gute Ansätze, die kontinuierlich weiterentwickelt werden. Sehr aktiver und Community-naher Entwickler.
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285 Std. insgesamt
Verfasst: 14.08.21 19:17
Mir gefällt zwar an dem Spiel: die Stadtgröße, das Stadtdesign und die Idee mit den Beziehungen.
Aber ansonsten kommt kein Mafia-Feeling auf. Keine Überfälle, keine echten Kämpfe und Hinterhalte, kein Streitigmachen von Revieren und Geschäften, alle Geschäfte sind reduziert auf Alkohol, übertriebenes Mikromanagement der eigenen Wirtschaft (und eigentlich mag ich sowas), zu viel Textklicken und immer das gleiche lesen, kaum Abwechslung und langsamer Fortschritt. Ich habe schon dreimal von vorne angefangen und auf eine bessere Startposition gehofft. Denn wenn die zentrale Ressource nicht da ist, war es das. Ärgerlich.
Sicherlich gibt es auch Leute, die das Spiel mögen. Ich nicht. Ich habe deutlich mehr erwartet und hoffe weiter auf ein würdiges, spannendes und schönes Gangsters III.
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168 Std. insgesamt
Verfasst: 10.08.21 19:03
Es fühlt sich irgendwie komisch an.
Nicht so recht wie ein PC Spiel.
Viel eher wie ein Handy Spiel wo man mal ab und zu bissel Zeit mit rum klicken verschwenden will.
Das macht am Anfang schon nicht sonderlich viel Spaß, wenn ich mir jetzt vorstelle das ich die ganze Stadt kontrollieren will. Dann käme man aus dem klicken gar nicht mehr raus. Da kann ich mir unmöglich vorstellen das dies dann mehr Spaß machen soll, wenn es doch am Anfang schon so öde ist. Und das führt dann direkt dazu das man gar kein Bock drauf hat heraus zu finden ob dies Tatsächlich der Fall ist.
Da hätte ich mir eine Gewisse Automatisierung gewünscht, gepaart mit Lieferkosten.
Ich will einfach nicht immer und immer wieder das gleiche machen und mit jeder Expansion noch mehr dieser gleichen Tätigkeiten Erledigen müssen.
Na tut mir leid, das macht bestenfalls auf dem Handy ein bissel Spaß wenn man sowieso nur irgendwo bissel Zeit überbrücken muss. Am PC möchte ich so etwas echt nicht spielen...
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141 Std. insgesamt
Verfasst: 10.08.21 14:06
Daneben will das Spiel historisch angehaucht sein, aber das wird vollständig unterwandert von Frauen, die einen Großteil der Arbeiter, Polizisten und Gangster ausmachen. Hier wurde offensichtlich versucht die politische Agenda des Entwicklers dem Spieler aufzudrängen auf Kosten der historischen Genauigkeit.
Alles in allem sehr langweilig zu spielen und die Politik des Entwicklers verdirbt es noch weiter. Dazu dann 30€ und das ganze ist leider ein kompletter Flopp aus meiner Sicht.
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433 Std. insgesamt
Verfasst: 10.08.21 11:40
Die Spielmechanik ist immer gleich. Fahre zu Shop X und hole Ware Y. Auch nach 6 Stunden Spielzeit hat sich daran nichts geändert.
Für mich ist das Spiel eine sehr große Enttäuschung.
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2672 Std. insgesamt
Verfasst: 10.08.21 11:11
Auch das Kampfsystem ist mir im allgemeinen viel zu einfach gehalten. Sicher man wollte kein Empire of Sin, aber ein bisschen mehr hätte es schon sein können.
Ich habe früher Mafia Game auf dem C64er gespielt und muss sagen, dass ich selbst damals bei der Pixel Grafik mehr das Gefühl hatte, einen Mafia Boss zu spielen als bei COG. Es muss ja kein komplexes Kampfsystem sein. So hätte man vielleicht einfach ein 2D Kampf via Rimworld implementieren können.
Wo Empire of Sin seine großen schwächen im Logistischen Bereich hatte, da fehlt es COG an den Feinheiten im Kampf. Persönlich vermisse ich auch, dass man seinen Leuten keine Gebiete zuweisen kann, welche sie dann selbständig kontrolloieren können. Zum Beispiel ein Rangsystem wie Capo, Leutnant etc. So etwas hätte meiner Meinung nach dem Spiel gut getan. So wie es jetzt ist, ist es ok, aber es fehlt der letzte Schritt um ein perfektes Mafia Spiel zu sein.
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I've now spent almost 13 hours in the game and I'm not entirely sure myself whether COG awakens the right gangster feeling in me. Logistically and in terms of management, COG offers pretty much everything you could wish for. But then there is still a little something missing here and there. For example, I miss casinos, bars, nightclubs etc.
The combat system is also generally far too simple for me. Sure, they didn't want an Empire of Sin, but it could have been a bit more.
I used to play Mafia Game on the C64 and I have to say that even then, with the pixel graphics, I had more of a feeling of playing a Mafia boss than with COG. It doesn't have to be a complex combat system. Maybe they could have just implemented 2D combat via Rimworld.
Where Empire of Sin had its great weaknesses in the logistical area, COG lacks the subtleties in combat. Personally, I also miss the fact that you can't assign areas to your people, which they can then control independently. For example, a rank system like capo, lieutenant, etc. Something like that would have done the game good in my opinion. As it is now, it's ok, but it lacks the last step to be a perfect mafia game.
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1150 Std. insgesamt
Verfasst: 09.08.21 17:09
Also ich konnte vorab das Spiel schon ausgiebig testen. Das Spiel ist ne Art Gangsters(wer das von früher noch kennt) gemischt mit Ressourcenmanagement und Rundenbassierenden Gameplay. Die Karten der Städte sind rießig. Du hast jeden Tag Zeit deine Schritte zu planen. Du hast klassisch Aktionspunkte zum ausführen deiner Handlung und Bewegungspunkte um dich dorthin zu bewegen wo du hinwillst. Später nachher im Spiel wird es alles ein wenig komplexer grad mit den Ganzen Ressis ect. Das Spiel ist sehr gut für Leute die sich mit dieser Art Ressimanagment befasst haben aber auch für Anfänger zum einsteigen. Das Tutorial ist sehr sehr ausgiebig. (noch nie so ein langes Tutorial gehabt:) ).Es wird einem alles erklärt bis ins kleinste Detail. Finde auch den Preis recht angemessen für City of Gangsters da es echt viel beinhaltet.
Also Meinung zum Abschluss ein recht solides Game mit echt viel drin zu nen angenehmen Preis
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403 Std. insgesamt
Verfasst: 30.01.23 16:39
How much money do they need? Go to them to find out. Then go to your warehouse for cash. Then get caught by the police and lose your money. Then go earn some more money. Then take that. Take over a corner. Have a bad guy take your corner with no way to stop them. Repeat ad infinitum.
It also keeps losing my saves for some reason, so I keep having to retread a lot which makes it even worse. Your game ends if you die, but you can kill all an enemy outfit's people and somehow it remains. Why? Just o many questions like this.
It's click heavy and labour intensive just to feel like you're standing still.
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2694 Std. insgesamt
Verfasst: 25.01.23 15:03
A few tweaks could certainly be made. It's got a sliding cost scale (like Heroes of Might and Magic level creep) where new buildings etc cost significantly more as you grow. I guess this keeps you and the AI from building sprawling empires with dozens of buildings (which probably helps performance), but it feels really artificial.
Some expansions could also be made to the game info. Like better info on what the difference is between different sorts of cars. More depth in areas like policing, courts, jail, etc (like G1) would also be amazing.
Even so, CoG has more depth than any other prohibition era gangsters management game since G1. SomaSim definitely understands the genre. Hopefully they can take the depth further with expansions or a sequel.
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7393 Std. insgesamt
Verfasst: 25.01.23 14:40
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1235 Std. insgesamt
Verfasst: 16.01.23 23:42
Otherwise its a simple game, that relies on a few mechanics that get old pretty fast.
It has some potential if they put the time to overhaul things a bit,
pleasant 1920s aesthetic
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408 Std. insgesamt
Verfasst: 14.01.23 02:25
I play Paradox games and this is a menu heavy nightmare for me. I cant get into the repetitive dialogue which is required for every single transaction. Buy/sell should not require as many button presses as it does.
I could see this being fun if I were more interested in the RPG elements as the game allows you and as a game mechanic forces you to get to know the characters you interact with. Personally, I would rather take over the city than continually help my cousin by catering his birthday parties for JUST ONE more person to sell to.
Not the worst game out there and if you don't have any problems with what i just described you could have a good time. Not for me.
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2132 Std. insgesamt
Verfasst: 08.01.23 15:50
Overall, i don't recommend this game and don't foresee it getting any better. If its $5 bucks, sure but full price, stay away.
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224 Std. insgesamt
Verfasst: 08.01.23 03:28
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45 Std. insgesamt
Verfasst: 02.01.23 08:49
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640 Std. insgesamt
Verfasst: 31.03.22 01:21
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251 Std. insgesamt
Verfasst: 23.03.22 00:46
It seems like game play is far too restricted and nothing is really convenient to help immerse you into playing.
The biggest challenge lies in actually playing the game the UI becomes the enemy and the game play itself, there is none.
The developers of this game should have hooked up with Empire of Sin and made a great game, instead we get 2 games both of which kinda suck.
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555 Std. insgesamt
Verfasst: 21.03.22 17:53
1) The combat - violence and force is an important part of any gangster game. Here it is deeply one-dimensional and underwhelming. So much more could be done with it.
2) The micro-management seems endless and becomes just a grind - And I'm someone who likes 'grindy' games!
3) There isn't enough depth in general - you can bribe the police but what about local politicians? Diplomacy - what about being able to set one neighbouring gang against another? The cloak and dagger side of things? What about illegal trades other than alcohol? - Robberies? Heists? Prostitution?
So it feels a bit bare bones and repetitive right now but COULD be amazing with more work.
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3665 Std. insgesamt
Verfasst: 20.03.22 23:25
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74 Std. insgesamt
Verfasst: 17.03.22 11:23
This is a frustrating turn-based action point buster and I wish I never played beyond the 2 hours Steam limit :(
It could be fun I'm sure, but I don't think I'll ever re-download.
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130 Std. insgesamt
Verfasst: 17.03.22 07:01
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2670 Std. insgesamt
Verfasst: 23.01.22 07:29
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2337 Std. insgesamt
Verfasst: 18.01.22 00:39
So what's there is good. You have somewhat well rounded production chains, you have tons of weighty decisions to make with a limited number of resources and actions per turn and you have decent rewards for actions done. The core of the game is accumulating favors from people that you then cash in to get something. You have a decent chance of accumulating a favor with any positive interaction, and you can spend favors on tons of things.
The game is also primarily a management game. Combat is sticky and honestly kind of unrewarding, and as much as this is a hot take I think that was a great decision. Early combat is hand to hand, so fights mean everyone gets hurt and it doesn't really solve your problem. It's better to intimidate and talk people down. The management is also great with gang members being either operatives or managers. Managers have some a significant on the businesses they manage and operatives roam around with a million things to do between balancing your needed resources, doing missions, running errands, exploring, and occasionally even fighting. The core gameplay loop, that is interacting with your duders and doing the tasks is solid.
So the problem is balance and variety. I would say a lot of parts of this are horrendously balanced. Here are 4 ways of making money:
1.) Casinos: To get a casino you need a skill that lets you build one. This takes time to get, as you'll need to do a number of favor missions to get it. Then you need to establish the location, get a manager, build each individual game in the casino (The size of the casino dictates how many games you run, the lowest level is like 4-5 games), and then keep a minimum amount of cash in the casino. The casino kind of acts like a bank, in that it's mostly a place to keep funds that can then accumulate value slowly. At the lowest level expect like $100 a turn with 3 games running. I would say that you're probably going to need 100 turns at that rate to pay back the probably $10,000 it costs to start the casino. You'll also need to go track down people that run up too high of a debt in the casino, which gives you money or goods to sell usually. All of this takes at minimum like 8 turns to make, with 2-4 turns per game added.
2.) Liquor production: Get a building. Now build in that building, a liquor still. The still then needs resources, get resources. Now you've made the liquor, sell it to shops. Shops accept varying amounts per commodity sold, which isn't labeled at the outset. So when you go to sell something, you then figure out if you need to go other places or not. Randomly, you'll find some place that will accept 100s of cases of liquor. The low level liquor returns like $8-12 per item, with resources needed from 2 source buildings. If you're smart you've built your first building on one of those source buildings so you only need 1 recipe item to be bought from elsewhere. That usually is going to run you about under 100$ per load of liquor produced. So you're making around 4k per load every 5 or so days. Tier 2 liquor requires tier 1 liquor and a whole other list of things, but sells for about $20 per commodity item... and so on and so fourth.
3.) Foreign Liquor from contacts: Favor mission pops up with the random german baker that is in your territory. He asks for $250. You actually don't have to give him $250, you can give him less and it just impacts how much foreign liquor you get. For every favor you have with this guy, he'll give you between like 10-20 commodity items of liquor that sells for 20+. Take that to a place that buys it and get $2000.
4.) Extortion: Set up a front in a legitimate buisness. Get that front to expand your territory by paying them a small amount. After a few turns they do, and you can go extort in that new section of territory they expanded to. Now, repeat. This pays out about once every 4 turns, under 100 per front. You could with a great map spawn have 5 fronts cover 20 corners, which would mean about $500 per 4 turns. TBH this isn't cash you use in practice. I use it as petty cash my operatives can get on the way to do something else.
Options 1 and 2 take multiple turns to do. Option 3 takes 1 turn and about 5 minutes. Since Option 3 is more map dependent and random though, you may get like 3 people in your territory that give you liquor like this, you may get 20. It really kind of undercuts any need to go into liquor production when it's such a quick and easy payout.
So you have easy money that can be made like that, and extremely fiddly money that can be made besides that supports a greater network of items.
This is all... Fine. Ish. But, what I described is also the entirety of the crime you can do. Produce Liquor, open casino banks, favor cash items, and extort money from businesses by growing your territory. So it's a newish game, the devs are continuing support, etc. etc. but the first new mechanic, Casinos (The banks I mentioned earlier) were a DLC. The volume of things not covered here makes this a problem. There's no prostitution, no real smuggling outside of favors, no need to clean money, no selling of arms, no stealing, no real interaction with other gangs practically speaking, and while I could keep going here I think you get the point. Will all of those be dolled out in DLC as well?
So in scoring I'm docking 1 point for balance, 1 point for variety, and 1 point for the Monetization model. I'm hesitant about dropping it lower, because honestly I do enjoy this title greatly... but it's closer to a 6 than an 8 for me. A lot of promise, it's far better than a lot of gangsters games to come out in the last 2 decades, just... it's not sticking the landing.
Overall score: 7/10
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18333 Std. insgesamt
Verfasst: 17.01.22 04:51
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313 Std. insgesamt
Verfasst: 07.01.22 16:21
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12536 Std. insgesamt
Verfasst: 11.11.21 01:08
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1150 Std. insgesamt
Verfasst: 08.11.21 17:46
With GOC, you feel like you are playing the boss of an outfit, with this you not only feel like you are running a shop, but you have to the day to day chores of running the bloody thing. I don’t mind the running about hustling at the start but once you have a crew the system for automating this away is dreadful, as ultimately you still have to micromanage the whole thing. WTF is the point in having hoods who have developed great organisation skills if you still have to micromanage everything. It should be a case of… Here is 5k, now bugger of and get this all running for me.
I don’t want to be pissing about with picking up apples because someone messed up their delivery and doesn’t have the gumption to go back and buy more. I don’t want to have to overcome the challenge of having to source stupid crap like bottles, it’s a bloody bottle FFS, not a nuke.
In GOC you told your hood what to do for the week, and they went away and did it. You could see it all play out and real time; and intervene if need be. They followed orders and acted on their own, sometimes things went well, other times they didn’t, and then you dealt with things. The shootouts were amazing, in this is a 2D screen-over. Yep, one of the most exciting things about these games, reduced to a 2D screen, Jesus.
Of course, the cynic in me thinks he knows exactly why this is. It’s an engine developed game (looks like Unity to me) and no one on the team knows how to programme AI, which seems evident through out the game, hence the need to micromanage everything. Maybe I am wrong, and the next update will transform the game into more than just shop manager, but until this time it’s a no for me, and back to GOC.
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230 Std. insgesamt
Verfasst: 02.09.21 23:03
*) Too much click-click-click. This is a clicker. All I do is click.
*) Three hours in, nearest rival gang eliminated. Protection racket bringing in thick dough. All I'm about now is corners and protection money, because I can't be arsed to deal with micro of bootlegging and endless stoneware crocks. Better to just click through healing turns, earn protection money, and then go kill next crew.
*) Killed whole enemy crew one by one. They all went down in three to one gunfights to which they brought billy clubs. No casualties on our side. Police didn't care. Heatmap barely cared. No boss-of-bosses cared.
*) Zero interest in tech tree, or micro of setting up yet another version of booze production. Could set up routes to bathe in money, but why? The only reason to have it is to pay off endless quest grifters asking for 1k$ a pop.
*) The map could do with a lot better, and smarter, visibility features. I feel like I never know where I am or where my stuff is. Double-click characters to jump to them would be a basic thing. Try to setup a route when you can't have a clear vision of where crocks and beer goes, to sequence properly. I realize there is a resource overlay, but toggling back and forth is very clunky.
Suggestion for improvements:
*) Let me automate everything without cluttering my character interface with delivery drones. Let me hire errand boys who are not part of the crew per se to go get crocks and shit. Basically I want to be able to connect buildings so that they feed each other automatically, perhaps with a delay dependent on distance. I want to play a mob boss, not crock-stock-and-two-smoking barrels.
*) Work on UI. Do everything to reduce number of clicks, and increase contextual readability of the map.
*) Add actual and real challenges. My gang should have been broken up long ago. I should have failed the game for being as ruthless as I was.
I wish the devs the best of luck, and gladly give them some money, but I can't say this is currently a good game.
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7735 Std. insgesamt
Verfasst: 01.09.21 09:29
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5175 Std. insgesamt
Verfasst: 16.08.21 23:21
I work as a data scientist in the food logistics industry. I study the movement of products from production to depot to retail, trying to get it as efficient as possible, trying to keep availability high and maximising sales while minimising waste and inventory. When I bought City of Gangsters, I didn't know it was anything like that. I bought it because I played the old Gangsters strategy game and thought this was a spiritual sequel.
(As an aside, am I the only person who's begun to realise that Gangsters wasn't as good as we thought? I played it again recently and the game doesn't live up to my memories of it. Maybe it's the difference between the promise of the game, and the inevitably flawed, limited implementation of that dream that every software application always is.)
Is City of Gangsters a true spiritual sequel to Gangsters? No. It plays very differently, the rhythm is different, the UI is vastly better, and the gameplay in general is actually well thought-through. If you want a spiritual sequel to that game, you're going to have to implement it yourself.
However, if what you want is an extremely well-thought-out logistics sim, the sort of thing that's endlessly addictive to someone who literally does the real thing for a living, then this is the right game for you. The gangster setting adds a little spice to this, mostly because it lets me roleplay as the Danish Mafia, but the core of the game is a solid logistics sim. While there are more complex logistics games out there, this one brings up the actual decision points of logistics much better than they do, and focuses on those in a way that's deeply satisfying.
Another thing that's deeply satisfying: the relationship system. Every business in the game is run by a person, and that person will have nephews and sisters and friends. As you do favours for them or screw them over, their relatives will react appropriately. This is really cool and works very well. I got large chunks of the Czech population of Chicago reacting to me very favourably because I gave money to some people to rescue their farms back in the old country, and that's just straight-up awesome.
Thumbs up. Recommend. Buy it or we'll send the boys around.
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Release:09.08.2021
Genre:
Wirtschafts-Simulat
Entwickler:
SomaSim
Vertrieb:
Kasedo Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop