Cartel Tycoon cover
Cartel Tycoon screenshot
Genre: Simulator, Strategy, Indie

Cartel Tycoon

San Rafaela is almost here... - Devlog 27

Hola Capos!



San Rafaela DLC is launching this Friday! We made a devlog to talk about the features coming with this DLC!





Devlog script:


[expand type="details"]Hola Capos!

Hola Capos! My name is Andrey, the community manager of Cartel Tycoon, and today I’m here to tell you about the biggest DLC in Cartel Tycoon history… San Rafaela! Got your bags, got your sunscreen? Then, let’s get right to it!

San Rafaela DLC is coming on September 22, and you can wishlist it on Steam right now! The DLC not only brings a new map but also a new campaign, new and returning characters, new mechanics, fresh challenges, and new means to overcome them! And new music! Let’s talk about all of them!

First up, new map. San Rafaela is bigger than the Republic of De Ojeda, our original map, but don’t let that fool you - treacherous terrain like deserts and swamps will require you to adapt your production lines and reconstruct (pun intended) your operation in a new way. We wanted the map layout to feel fresh and offer a challenge even to those who already feel completely comfortable on De Ojeda. The roads between cities became longer, and a timely place police cordon can disrupt your operations. But you have a new Ace in your sleeve…

Ferry Stations! Ferry Stations allow water traversal for your Lieutenants and production trucks! Your Smuggling Point is getting too much attention from the Police? Just capture a Ferry Station in a different region! Need to deliver goods to a Special Building but Enemy Region is blocking the path? Ferry Stations will help you out! Want to attack the enemy on the other side of the coast? Load your Ferries with weapons and Lieutenants, and send them on their merry way!

One thing we’ve been relatively silent about is the new campaign. And that’s because we didn’t want to spoil it! The campaign is called ‘Crashing the System’, and it sends your Capo on a completely new path we haven’t explored in previous storylines… a political path. You see, you can’t buy everything in San Rafaela with dirty cash and a couple of guns - you need influence, and that’s what your Capo wants! As always, the outcome of the campaign depends on your choices and tactics. Get ready to meet new and familiar characters, some of which help you on your journey while others will try to put you in the ground.

The winners of the recent contest held in our Discord will also find that their submitted texts will be incorporated into the campaign! Congrats to them again!

Along with the DLC, we’ll be releasing a Balance Update that will be available to everyone - We’ve heard your feedback On Discord, in reviews, and from the playtests, so we’ll be bringing changes to Laundering mechanics, combat, and Terror gain!

Once again, the San Rafaela DLC will be released on September 22. The DLC will be available for 14.99 (Regional prices may vary) as a standalone or in a new anniversary bundle which will include all of the additional content released for Cartel Tycoon before and the San Rafaela DLC. Add it to your wishlists on Steam to not miss the release date, and tell us in the comments to what part of the DLC you’re looking forward to the most!

Don’t forget to like, subscribe, and join our Discord to talk with the developers and other fans of the game! See you on September 22, Capos! Bye-bye!
[/expand]

Wishlist now!


https://store.steampowered.com/app/2348770/Cartel_Tycoon__Map__San_Rafaela/

A free Balance Update will also be released this Friday! We've heard your feedback, so get ready for changes to Laundering mechanics, combat, and Terror gain! ːcartel_nothing_personalː



San Rafaela - Coming on September 22

Feel the warmth of the sun, the cool breeze of the sea, and the excitement of new conquests in this ultimate summer paradise of San Rafaela, a vast new map full of new challenges and opportunities...



San Rafaela DLC is coming out on September 22! ːcartel_nothing_personalː






  • Ferry routes for fast, long-distance transportation of goods.
  • A new campaign with familiar and new characters, plus rewards for completion!
  • 12 regions to explore and vast territories to conquer.
  • Dedicated areas for all Special buildings.
  • Unique landmarks, both natural and man-made.
  • New city designs and layouts.



Wishlist now!


https://store.steampowered.com/app/2348770/Cartel_Tycoon__Map__San_Rafaela/

August 2023 Balance Playtest

Hola Capos!



We’re back from vacation, and we want to jump right into business! Join the playtest this week to test the balance improvements and changes we’ve cooked up!



This time we decided to focus on Terror, Combat, and Management. With the introduction of Laundering Modes, we want to make the laundering process more fine-tuned for early, mid, and late game, making it easier for you to control the flow of Dirty Money into Laundering buildings.
Balance tweaks to Terror and Combat duration are aimed to lessen the pressure on the player but to keep this part of the game engaging.

THE CODE FOR THE STEAM PLAYTEST IS: playtest2023
The Playtest Branch is called: playtest_balance_update



Playtest time:

  • Aug 17 - Aug 24


Purpose of the Playtest:

  • In this playtest, we decided to focus further on Terror, Combat, and Management. With the introduction of Laundering Modes, we want to make the laundering process more fine-tuned for early, mid, and late game, making it easier for you to control the flow of Dirty Money into Laundering buildings. Balance tweaks to Terror and Combat duration are aimed to lessen the pressure on the player but to keep this part of the game engaging.


ːcartel_nothing_personalː IMPORTANT:

  • Full translations are not available yet, please play in English.
  • We strongly encourage you to make a reserved copy of your Cartel Tycoon save files before entering the playtest! We don't want you to lose progress! (Your save files should be located here: C: \ Users \ AppData \ Local \ CartelTycoon \ Saved)
  • Don't use your save files from the playtest when you return to the main branch!


Changes



  • Laundering Modes. Finetune your Laundering Building with new Laundering Modes! Choose the amount of money they will launder based on your current needs and limitations, and to improve the automation of your building chains!
  • Added Hotel to the Research Tree and removed the Hotel building limit. Build as many Hotels as you like after unlocking them in the Research Tree, and research Hotel Upgrades to make the building even more useful as your empire grows!

Balance



  • Reduced Terror from overflowing buildings by 33%. We feel that after the Combat Update, Terror became a bigger threat, so we continue to monitor and reduce its ‘income’ from different sources. Overflowing buildings can become a problem, especially in the late game, so we wanted to lessen the pressure on the player.
  • City Encounter duration reduced by 20%. With the Combat Update, we wanted city encounters to become much more dramatic, but we feel we’ve overdone it a little. Now they will be over a bit faster while still being challenging, but not that challenging.

Anniversary Update // Devlog + Patch Notes

Hola Capos!



We want to celebrate еру one year anniversary of Cartel Tycoon leaving Early Access with an Anniversary Update and some goodies for all of you!





Devlog script:


[expand type="details"]Hola Capos!

My name is Andrey, and I’m the community manager of Cartel Tycoon. We have a huge date this week - July 26 will mark one year since the 1,0 Release. Since then, we have had a lot of updates: we introduced multiple new mechanics, balanced existing ones, made new Lieutenants, and, of course, listened closely to your feedback.

We want to celebrate one year anniversary of Cartel Tycoon leaving Early Access with an update and with some goodies for all of you! Let’s get right into it! If you’re watching this before July 28, you can playtest the San Rafaela map on Steam! Leave a like on this video if you want a vacation there…

So, it’s been one year since we left Early Access. Since then, we’ve published four major updates to the game and are working on another one right now, not including the San Rafaela DLC. The update we’re publishing today is a tad smaller, but it is still very important because we’ve wanted to focus on your feedback.

First off, optimization. It’s been quite some time since we optimized the game, so we wanted to push the optimization further with this update. In particular, we’ve focused on the late game. Some of you know that when you build A LOT of buildings, the FPS takes a major hit. Or used to take it. Now, where you used to get 18 fps, you can get 50! Our internal tests were very promising, so we hope that you’ll feel these changes and they will lead to a much more comfortable experience!

Secondly, balance. The introduction of the Combat System, in some cases, made the game harder than we expected, especially for new players, so we wanted to address the issue with this update further. Firstly, we wanted to address Terror and the situations when defending your building from an Enemy Gang would lead to activating the Attention Star, and defending your building from the Police would activate another, and you would be stuck in the loop of everyone constantly attacking you. Now, fights in buildings generate Terror at a much slower rate.


Another issue with Terror was Guerrillas and Allied Gangs generating it for you even if your LTs left the fight leading to cases when your allies were responsible for your downfall. In this update, Guerrillas and Allied Gangs will leave the encounter if there are no player Liutenants in the fight AND if their Power is lower than the Power of your Enemy. We’ve also made Guerrilla convoys stronger - they now have 8 power instead of 5.


We’ve also upped the Allegiance of Enemy Gangs at the start of the game, so they won’t start to attack you when you’re just building your first production chain.


Another thing we’ve changed with the update is the Evacuation. Now, if you decide to leave your injured Lieutenant in the fight, you’ll be able to evacuate them for free after the fight ends - a reward for taking a risk!


We’ve also changed Area Depots. This building used to be very powerful from the get-go, so we initially nerfed it a bit but also added it to the Research Tree so that you can upgrade as your Empire and your needs grow!

There are smaller changes and, of course, bug fixes in the update, and you can read the full list in the Patch Notes that will be published with the update!

Another thing we’ve added with the update are shine new Anniversary Emblems for your Cartel! You can select them at the start of your run, and they are available to everyone!


After this release, we’ll be taking a small break in August - we’ve been working non-stop since last summer and want to refill our Endurance meter with a small vacation. But we’ll be back in the second half of August to continue our work on the San Rafaela DLC!

And we don’t want to leave you only with this update, so on July 28, this Friday, we’ll announce a contest that will let you not only win a free copy of San Rafaela DLC and get it on release but also will let you be a part of the DLC. Excited? Leave a comment if you are!

Thank you for your support during this year and through the years of Early Access, Capos. We won’t be able to be here today without your support. We hope that you’ll enjoy the anniversary update and are excited about the San Rafaela DLC (wishlist now)!

As always, my name is Andrey. If you enjoyed this devlog, join our Discord, follow us on Socials, and leave a like on this video. Have a lovely day, Capos. Bye-bye.
[/expand]

Cartel Tycoon v.1.0.9.5753 Patch Notes



Updates & changes



  • Optimization. Optimized the building markers to improve performance drastically. Optimized Cartel Tycoon log file.
  • Anniversary Cartel Emblems. Added 6 new Cartel Emblems to celebrate the anniversary of the 1.0 Release!
  • Guerrillas and Alliend Gangs leave the fight if their power is lower than Enemy Power and no Lieutenants are present.

Balance



  • Decreased the amount of Terror gained for fights in Buildings.
  • Increased starting Enemy Gang Allegiance. (Disaffected to Dedicated)
  • Increased the Power of Guerrillas convoy (5 to 8).
  • Made Evacuation of Injured Lieutenants free after the fight ended.
  • Increased the Paranoic Residence Power bonus duration to 14 days.
  • Added Area Depot to the Research Tree and nerfed the initial stats of the building.
  • Added Upkeep and Cargo Filters to Area Depot.


Audio



  • Normalized the volume of all the music tracks in the game.


Bug Fixes



  • A lot of localization and technical text fixes.
  • Fixed: Enforcers spawn can spawn at sea if no Enemy Gangs are left on the map (thanks, @burgunfaust).
  • Fixed: Allied Gangs convoys can sometimes spawn at sea. (thanks, @Yuufiri)
  • Fixed: US Army attack on the Enemy Gang stops if you make a deal with this Gang through an Expiring Event.
  • Fixed: Caches can’t be built if you have less money than their Maximum Storage.
  • Fixed: Lieutenant can’t get to their destination in some instances (thanks, @floravida).
  • Fixed: Incorrect text present in the ‘Suppression Fire’ menu.
  • Fixed: Infinite encounter between US Army and Enemy Gang if their Power levels are the same. (thanks, @lol111bot)
  • Fixed: Injured Lieutenants stop healing after turning Residency off and back on during a save.
  • Fixed: Money storage sometimes obstructs other UI elements in Area Depots. (thanks, @Asgaard)
  • Fixed: Lieutenants Power tooltip is missing in the Building menu during an encounter.
  • Fixed: Guerrilla convoys sometimes get stuck in front of non-city buildings (thanks, @floravida).


Known Bugs



  • Some localization issues.
  • Incorrect Quest objective in the ‘Dirty Money II’ Tutorial mission (thanks, Crow).
  • FPS drops in the ‘Road Construction’ mode.
  • Enemy Gang Power Level in their City doesn’t increase when their convoy gets back after trying to kill your Lieutenant through an Expiring Event.
  • Enemy Gang Marker disappears from the encounter bar if you move your Lieutenants from the encounter.


San Rafaela playtest vacation!

Hola Capos!



Don’t know where to go this summer? Why not San Rafaela? An all-inclusive playtest offer is on the line!
Beautiful vistas, wide beaches, a smell of fruits, sea, gunpowder, and chemical plants in the air!

Your collective summer vacation will start today and end on July 28! Pack your swimsuits, guns, and a bag of Dirty Money!

THE CODE FOR THE STEAM PLAYTEST IS: SanRafaelaPlaytest
The Playtest Branch is called: playtest_new_map



The regions of San Rafaela got even more beautiful after your last vacation! You might not even recognize some of them!


And a new invention has entered San Rafaela - Ferry Stations. Your Lieitenants always wanted to swim, didn’t they? Send them and your production trucks on the water - sometimes it’s faster and… healthier!


One thing about this journey - San Rafaela is still in the process of renovation, sort of in the Beta phase, so grab an anti-bug repellent just in case! And with your help, we can bring the grand opening of San Rafaela sooner rather than later!

Purpose of the Playtest:

  • Try out the new regions and tell us how you feel about their balance!
  • Play in Sandbox Mode


ːcartel_nothing_personalː IMPORTANT:

  • Full translations are not available yet, please play in English.
  • We strongly encourage you to make a reserved copy of your Cartel Tycoon save files before entering the playtest! We don't want you to lose progress! (Your save files should be located here: C: \ Users \ AppData \ Local \ CartelTycoon \ Saved)


Known bugs:

  • If you remove all of the neutral regions in Advanced Settings for Sandbox, one of the regions will be missing a Gang Leader.
  • Building connections are not displayed when clicking on a building.
  • Incorrect preview of the regions when selecting a Starting Region in the menu
  • Lower regions are obstructed by the resource panel in the Map mode.
  • The Teguan Checkpoint is controlled by the player even if the region itself is neutral/enemy
  • Roads can't be built in some places on the islands in the Tetlan region
  • Some visual and animation bugs


Have a good day, Capos!

Patch Notes - Cartel Tycoon v 1.0.9.5637

Changes



  • Changed the ‘Find Your Lieutenants' marker to 'Hunting Your Lieutenants’ during a CIA encounter in a City.


Bug Fixes



  • Fixed: Incorrect Power level displayed when selecting multiple Lieutenants.
  • Fixed: A rare crash could happen during a combat encounter involving Guerrillas.
  • Fixed: Incorrect tooltip description for the Extradition III quest.
  • Fixed: Incorrect colors are present in the description of Enforcer convoys.
  • Fixed: Text obstructions in the Area Depot UI.
  • Fixed: Guerrilla trucks remain in front of non-city buildings after the end of an encounter.
  • Fixed: Multiple Localization issues.

Gangs of De Ojeda Update

Hola, Capos!

The Gangs of De Ojeda Update is here! The citizens of República De Ojeda are fed up with all the criminal activity! Enforcers are more ruthless, and the criminal underworld needs to fight back!

Find new ways to grow your empire! Maybe your enemies can become your friends? For a while... ːcartel_nothing_personalː



Steam Summer Sale is Live! Get the game with a 40% Discount! ːcartel_loveː


https://store.steampowered.com/app/1220140/Cartel_Tycoon/

Patch Notes





Major Changes



ːcartel_nothing_personalː Gang Alliances. Convince Enemy Gangs to enter into an Alliance with your Cartel! They will provide firepower in combat, won’t attack you, and even let you use buildings in their region! But be cautious. You’re not the only one that can break off an Alliance…


ːcartel_nothing_personalː Enforcers vs. Enemy Gangs. Why should you be the only one that gets blamed for everything? Now when Terror rises, Enemy Gangs, their cities, and their buildings will also become a target.


ːcartel_nothing_personalː Updated Tutorial. We’ve expanded the Tutorial to add missions about Gang interactions and combat!


ːcartel_nothing_personalː Gang Agreement UI. It’s no longer a dialogue! Conduct your trades in a new window that will make the process easier and smoother!


Other Updates & Changes



  • Enemy Gang City loses power when their convoy is out of it. Use new combat mechanics to attack the Enemy Gang City when they least expect it!
  • Updated Global Unlocks Menu. Added different categories for easier navigation, added cinematic category.
  • Ignore Expiring Events. Simply press the expiring event phone marker with your RMB to ignore the event!
  • Added informational Expiring Event about Enemy Gangs. When you’re attacked by an Enemy Gang for the first time, an informational event is triggered, which will explain how to deal with Enemy Gang attacks and what triggers them.
  • Reworked attack with weapons. If at least one of your characters is in the building containing Weapons, when you send them to the Enemy location, you can select “Attack with weapons”.
  • (Playtest) Updated the Gang Agreement Menu to include checkmarks under unlocked Agreement levels.
  • Added detailed tooltips to the Event Log.

Balance



  • Decreased the amount of Allegiance players get from small talks with Enemy Gang Leaders.
  • (Playtest) Players now need to have more than 1/2 of the Enemy Gang’s power to ally it.
  • (Playtest) Decreased combat encounter cooldown for Allied Gangs from 30 to 21 days.
  • (Playtest) Slightly decreased the chance of Enforcers attacking Enemy Gangs instead of the player.
  • Changed the power of the Hospital from 0 to 3.

Visual & Audio



  • Updated Cache models for all levels.
  • Added audio cue when the player is nearing defeat in a combat encounter.
  • Added phone call sound.
  • (Playtest) Removed audio cue when Enforcers attack Enemy Gangs.
  • (Playtest) Removed audio cue when Enemy Gangs move to defend their property from Enforcers.
  • (Playtest) Changed the color of some Allied Gang markers from red to white.

Bug Fixes



  • (Potentially) Fixed: Mouse Cursor doesn’t align with the menu buttons on some resolutions.
  • Multiple localization fixes.
  • (Playtest) Players were able to ally with Enemy Gangs at the start of the ‘Needs and Fears’ campaign without completing a loyalty check.
  • (Playtest) Fixed: Enemy Gangs weren’t engaging in combat with Enforcers that were stronger than the Enemy Gang.
  • (Playtest) Fixed: The game didn’t pause in the Gang Agreement Menu,
  • (Playtest) Fixed: Allying with an Enemy Gang would trigger an event about capturing Enemy Gang buildings.
  • Fixed: Players were able to demolish a building during a CIA combat encounter in it.
  • Fixed: Equipped character and building skins disabled after reloading the game,
  • Fixed: Volatile Lieutenants displayed incorrect destinations in some cases.
  • Fixed: Tutorial subtitles were obstructed in some languages.
  • Fixed: Incorrect Cache marker was displayed when it was in a construction queue.
  • Fixed: Enemy Gang Cities sometimes disappeared from the Warehouse ‘Connection’ list during an Agreement.
  • Fixed: Random Gang Agreement Event didn’t start if the Gang Agreement was on a cooldown.
  • Fixed: Planes were stuck in mid-air if an aerodrome ran out of upkeep money during a sale cycle.
  • Fixed: Some events displayed Incorrect resource prices in tooltips.
  • Fixed: Some event markers were displayed over Prison even if the Lieutenant was already out of it.
  • Fixed: The ‘Bury the Money’ Event didn’t complete if the player was using a Rathole.
  • Fixed: 'Endurance' level was obstructing some parts of the interface in Lieutenant Menu.
  • Fixed: Injured Lieutenants couldn’t be evacuated after reloading an autosave in some instances.
  • Fixed: The event to hire a Lieutenant wouldn’t disappear if the player hired a Lieutenant in the last remaining Cartel slot before accepting the event.
  • Fixed: Achievement ‘Bite The Blow’ would be awarded for buying Weapons in an Area Depot.
  • Fixed: Quest remained on the screen after completing all of the objectives in rare instances.
  • Fixed: Demolishing of Caches can’t be canceled.


Known Issues



  • A rare crash can happen in a very specific scenario (will be fixed soon).
  • Localization is missing in some places.
  • Incorrect localization is present in the Gang Alliances tooltip.
  • Incorrect tooltip description for the Extradition III quest.
  • Incorrect colors are present in the description of Enforcer convoys.
  • Obstructions in the Area Depot UI
  • Guerrilla trucks remain in front of non-city buildings after the end of an encounter.

June Update this week!

Hola Capos!



Our June Update is coming this week, and it brings new gameplay mechanics, Balance and UI changes, and bug fixes! We’ve also made some adjustments after our Steam Weekend Playtest, so stick around even if you played it!

First off, Gang Alliances!



Alliance is a powerful tool that can be used for protection and for strategic advancement. After our Combat Update, we’ve heard you loud and clear that Enemy Gangs could become unreasonably annoying in early and mid-game, so we’ve not only made balance changes but are introducing Gang Alliances that should help with that matter.

Gang Alliance means that your Allied Gang will stop attacking you, their buildings (including Smuggling Points!) will become available to you, and they even will help you out during Combat! There’s a list of things you need to achieve before being able to strike an Alliance, and you’ll need to keep a close eye on your new friends because, in the world of Cartel Tycoon, they can become enemies really fast.

After the playtest, we’ve adjusted some things to make achieving an Alliance a bit harder but also made Alliend Gang convoys faster to redeploy.

Second, Enforcers vs. Enemy Gangs!



Now Terror affects not only your Cartel but Enemy Gangs too! Enforcers have a chance to attack your enemies instead of you on each trigger of an Attention Star! You can use that to your advantage and capture Enemy buildings while they’re busy with the officials!

And if the enforcers win the fight - Enemy Gangs will lose power, making it easier for you to make an Alliance or destroy them!

After the playtest, we’ve made some adjustments to this mechanic and Enemy Gang’s behavior in general!

Third, New Gang Agreement UI!



Gang Agreements are no longer a dialogue - it’s an easy-to-read menu!

After the playtest, we’ve made some small adjustments to the menu, so it will be more clear when a new level of Agreement opens to you!

Other Changes


We’ve reworked how you can attack with weapons! Now, if your lieutenant is in a building that has weapons inside, the game will automatically offer to take weapons if you send them to attack an enemy! It works even when you select multiple LTs!


We’ve also expanded the Tutorial! Get ready for more missions that will explain combat and Enemy Gang relations better!


Global Unlocks Menu is now easier to navigate! Your unlocks will now be in different categories, so you don’t always have to scroll the full list if you want to change a skin for your character! And now you can watch unlocked cinematics again!


We’ve made smaller adjustments to new mechanics and squished some nasty bugs! The update is coming soon, and we’ll provide the patch notes with all the changes, as usual!

Thank you for participating in the playtest and providing your feedback! ːcartel_loveː

See you soon, Capos!

Weekend Playtest is LIVE!

Hola, Capos! The Weekend Playtest starts now! ːcartel_loveː



THE CODE FOR THE STEAM PLAYTEST IS: GangAlliances2023
The Playtest Branch is called: weekendplaytest



ːcartel_nothing_personalː Main Features:

  • Gang Alliances. Convince Enemy Gangs to enter into an Alliance with your Cartel! They will provide firepower in combat, won’t attack you, and even let you use buildings in their region! But be cautious. You’re not the only one that can break off an Alliance…

    • To start an Alliance, you need to have at least 1/2 Power of the Enemy Gang, a Respect (or higher) Loyalty level, and a Loyal (or higher) Gang Allegiance level.



  • Government Forces attack Enemy Gangs. Why should you be the only one that gets blamed for everything? Now when Terror rises, Enemy Gangs, their cities, and their buildings will also become a target.

    • Attacks on Enemy Gangs are triggered by Attention Stars. You can use Terror to your advantage!



  • Updated Gang Agreement UI. It’s no longer a dialogue! Conduct your trades in a new window that will make the process easier and smoother!



ːcartel_nothing_personalː Playtest Main Goals:

  • We ask you to test the new features mainly in Story Mode campaigns ('Needs and Fears,' ‘That Sinking Feeling’ and ‘Lambs to the Slaughter).

    • Do they feel harder or easier with the changes? Maybe even too hard or too easy?
    • You can play Sandbox and Survival, but they’re not the main focus.

  • Test out the Main Features of the Playtest.

    • Do you like their addition? Do you like their implementation?


ːcartel_nothing_personalː IMPORTANT:

  • Full translations are not available yet, please play in English.
  • We strongly encourage you to make a reserved copy of your Cartel Tycoon save files before entering the playtest! We don't want you to lose progress! (Your save files should be located here: C: \ Users \ AppData \ Local \ CartelTycoon \ Saved)


We've also made a Feedback Form, and would be very happy if you could fill it out after playing for a bit!

Weekend Playtest Announcement

Hola Capos!

Join us this Thursday, June 15, for a Weekend Playtest of the upcoming update!


  • Gang Alliances!
  • Fights between Enemy Gangs and Government forces!
  • Updated Gang Agreements UI!


These and other features are coming to Cartel Tycoon in the next update.
And we need your feedback on these features!

The playtest will start this Thursday! We’ll provide a blog post about new mechanics, a code to join it, and a feedback form for you to write your impressions!

Are you ready, Capos? ːcartel_nothing_personalː