ImplementedJob Chaining & Standard Jobs Relevance Update

about 1 month ago

BOONIESTEEP

178 Total Respect

BOONIESTEEP

178 Respect

about 1 month ago

This suggestion aims to help with the following:

  • Unprofitability of weed and coke production (without high prestiges)

  • Standard jobs are irrelevant in current meta other than for achievements

  • Good middle-length job options missing (between construction and blackmail/hacking)

  • Limited options for non-combat specialised cartels

By:

  • Making prod mats easier to farm, particularly making fert more attractive

  • Making standard jobs be a meaningful alternative as rep building tools

  • Creating many more options of jobs at different lengths of time while still rewarding high-frequency play

  • New impactful but expensive cartel perks oriented towards non-combat gameplay

 

Part 1: Job Chains

Why just do one job when you can do multiple in quick succession? Of course, doing a chain of crimes requires more careful planning and skill. You also hit the best targets first so each additional one will have fewer rewards and higher risks. Still, it beats sitting around and doing nothing!

 

New Job Prestiges

Five new job prestiges are added that allow adding one extra job to be queued each. A job queue can be interrupted at any time, losing only the time invested on the last job. 

Failure will not interrupt the queue but will delay starting the next job until out of hosp/jail. Being hospitalised for any other reason will also delay starting the next job in the queue until out of hosp.

Additional jobs will have lower rewards and higher relative failure rates (for example, if your chance to fail was 10%, a 50% increase from chaining penalties would make it 15%). The chaining penalty can be partially mitigated through university courses, achievement rewards, and cartel perks.

 

Job Number

Chaining Penalty (default, 15% per job)

Chaining Penalty (max mitigation, 5% per job)

1

N/A

N/A

2

15% lower rewards and higher relative failure risks 

5% lower rewards and higher relative failure risks 

3

30% lower rewards and higher relative failure risks 

10% lower rewards and higher relative failure risks 

4

45% lower rewards and higher relative failure risks 

15% lower rewards and higher relative failure risks 

5

60% lower rewards and higher relative failure risks 

20% lower rewards and higher relative failure risks 

6

75% lower rewards and higher relative failure risks 

25% lower rewards and higher relative failure risks 

6-job total

3.75x jobs equivalent

5.25x jobs equivalent

Once a prestige is unlocked, one can select how many jobs they want to do in a row up to what they can do (1-6 max). Chaining penalties don’t affect experience gained from job completion or their contribution towards achievements.

 

New Achievements and Rewards

A new achievement reward is added:
Master Planner: Reduces job chaining penalty by 0.3% for each level

To support this, a new job reward is also added:
Crime Mastery: Successfully complete x jobs, with 16 levels maxing out at 100,000 jobs completed

Existing jobs achievements are also expanded to have two more levels each, level 10 with 8,000 jobs and level 11 with 12,000 jobs.

This adds a total of 28 new potential rewards points, which will not fully cover the cost needed to unlock maximum Master Planner. This is intentional to make specialising on jobs a costly decision, with meaningful tradeoffs between it and other rewards such as combat-related ones.

 

New Cartel Perk for Job Chaining

A new cartel Job Training perk is introduced:
Chaining Efficiency: This upgrade reduces the chaining penalty of all Jobs by 0.5% for each level

There are 10 levels for a maximum of 5% chaining penalty reduction.

 

Perk Level

Total Penalty Reduction

Rep Cost

Cumulative Rep Cost

1

0.5%

15,000

15,000

2

1%

35,000

50,000

3

1.5%

60,000

110,000

4

2%

90,000

200,000

5

2.5%

125,000

325,000

6

3%

165,000

490,000

7

3.5%

210,000

700,000

8

4%

260,000

960,000

9

4.5%

315,000

1,275,000

10

5%

380,000

1,660,000


The costs of this perk are intentionally on the higher end to make them a significant tradeoff for a non-combat oriented cartel.

 

Part 2: Standard Jobs Relevance Update

Standard Jobs have quickly fallen out of the meta: they give little in terms of money and their slightly larger rep gains vs robberies have been overshadowed by rep gained from attacking and reviving. With the new production prestiges increasing the value of having rep, this a good time to make them relevant again.

To begin with, all current rep gains from standard job will be increased by 50%. Additional increases will be added through cartel perks and university courses for up to +400% gains (all perks will be additive).

 

Job

Max rep/hour (current)

Max rep/hour (new, default)

Max rep/hour (new, all perks unlocked)

Intimidation

240

360

1800

Arson

300

450

2250

Grand Theft Auto

320

480

2400

Transport Drugs

326.7

490

2450

This will create a tradeoff of either earning up to £6-7m/hour from maxed robberies or earning up 2,450 rep/hour from standard jobs. It will also enable meaningful rep progress (and production prestiging) without high combat stats.

 

New Cartel Perk for Standard Job Rep

A new cartel Job Training perk is introduced:
Standard Job Rep: This upgrade increases the rep gained from standard jobs by 50% for each level

There are 6 levels for a maximum of +300% standard job rep gain.

 

Perk Level

Total Rep Gain

Rep Cost

Cumulative Rep Cost

1

+50%

2,500

2,500

2

+100%

6,000

8,500

3

+150%

12,000

20,500

4

+200%

19,000

39,500

5

+250%

29,000

68,500

6

+300%

44,000

112,500

The rep costs of these perks are intentionally lower to make them affordable to most active cartels.

 

New Education for Job Chaining and Standard Job Rep

PR and Social Media: This course will teach you about building and maintaining a brand and using social media as a business tool - with surprising applications to criminal activities.

Name

Length

Benefits

Description

Introduction to PR and Digital Communications

7 days

+25% rep gained from standard jobs

The fundamentals of public relations, its history, and its evolution in the digital age.

Understanding how companies and organisations maintain their image can help you start building your own in the criminal underworld.

Networking

14 days

+0.25% chaining penalty reduction per job 

Leverage online and offline opportunities to build a business network…

…that you can later rob!

Social Media Strategy & Platform Management 

14 days

+75% rep gained from standard jobs

Tailoring content for various social media platforms, including algorithmic strategies.


Use social media intelligently to promote your criminal exploits without getting caught!

Social Media Data Mining

21 days

+0.50% chaining penalty reduction per job 

Using tools to track conversations, posts, and gather business insights.

Identify juicy criminal targets from careless social media posts, find opportunities and weakness in their security.

Internal Communications

28 days

+1.25% chaining penalty reduction per job 

Motivate and communicate with your team of criminal associates for maximum speed and efficiency.

The course names and descriptions are just placeholders 

 

Conclusion

These updates should help with making short jobs more attractive, thereby fixing prod supply issues. They also add more options for non-combat oriented players and cartels, fleshing out the jobs/economic side of gameplay, and giving a use for standard jobs, especially in early to middle stage players.

Last Edited 12/05/2026, 11:45:00

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.

Responses

about 1 month ago

SHREDDERCHU

130 Total Respect

SHREDDERCHU

130 Respect

about 1 month ago

I love this suggestion! I've got a question though, do you include rep in the "lowered rewards" for chaining jobs? Or is that only money, robbery items and chance of personal favors?

about 1 month ago

BOONIESTEEP

178 Total Respect

BOONIESTEEP

178 Respect

about 1 month ago

I would include rep as well

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.

about 1 month ago

HERPSAC

56 Total Respect

HERPSAC

56 Respect

about 1 month ago

imo it would make more sense for the cartel perks that buff rep gained to affect ALL jobs, and just make it a little more pricey.

about 1 month ago

BOONIESTEEP

178 Total Respect

BOONIESTEEP

178 Respect

about 1 month ago

imo it would make more sense for the cartel perks that buff rep gained to affect ALL jobs, and just make it a little more pricey.

HERPSAC - 12/05/2026, 14:03:11

Part of the purpose of my suggestion was to give standard jobs a purpose. If they buffed all rep gain, there'd be no reason to not do robberies instead as they make so much money and close to the same rep already.

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.

about 1 month ago

MARLIS

56 Total Respect

MARLIS

56 Respect

about 1 month ago

I like the general idea of the suggestion, but I think the values need to be tweaked. 

1) Achievements:

  • Master Planner is a bit low compared to the cartel perk (Chaining Efficiency), maybe make it .5% per Level and then cap the cartel perk at 3%
  • I think the 5k job completion achievement is high enough, given that the longer jobs are already completely impossible. How about adjusting the cap based on the job duration instead? E.g. Intimidation could be extended to 12k, but Paste robbery reduced to 3k or something.

2) Standard job relevance:

  • As someone with over 7k Arson jobs, I really like the +50% base improvement
  • I also like the +400% rep with all unlocks, but I'd instead cap the university + cartel bonus to +200% and make reward prestiges also affect the rep gains
  • Regarding the cartel perk, I'd add more levels and increase the price exponentially, that way new cartels don't completely miss out, but it's also not a "free perk"

about 1 month ago

SHREDDERCHU

130 Total Respect

SHREDDERCHU

130 Respect

about 1 month ago

I generally just want something to boost rep gains from standard jobs and to a smaller extent also advanced jobs, since rep is the primary boon here, which is why I also liked this suggestion from 2 weeks ago

https://cartelempire.online/Forum/5/6102

about 1 month ago

ZENDEL

33 Total Respect

ZENDEL

33 Respect

about 1 month ago

I like this idea 👍

about 1 month ago

BOONIESTEEP

178 Total Respect

BOONIESTEEP

178 Respect

about 1 month ago

I like the general idea of the suggestion, but I think the values need to be tweaked. 

1) Achievements:

  • Master Planner is a bit low compared to the cartel perk (Chaining Efficiency), maybe make it .5% per Level and then cap the cartel perk at 3%
  • I think the 5k job completion achievement is high enough, given that the longer jobs are already completely impossible. How about adjusting the cap based on the job duration instead? E.g. Intimidation could be extended to 12k, but Paste robbery reduced to 3k or something.

2) Standard job relevance:

  • As someone with over 7k Arson jobs, I really like the +50% base improvement
  • I also like the +400% rep with all unlocks, but I'd instead cap the university + cartel bonus to +200% and make reward prestiges also affect the rep gains
  • Regarding the cartel perk, I'd add more levels and increase the price exponentially, that way new cartels don't completely miss out, but it's also not a "free perk"
MARLIS - 13/05/2026, 06:00:22

The long jobs do take decades but I have maxed 5k farm robbery and am close to maxing agave. Wouldn't mind continuing. I know some other people who have reached and gone past 5k as well.

Join TNW! The best cartel for players focused on building net worth and non-combat gameplay. 3b+ paid out monthly to less than 30 players.

19 days ago

VAELINN

324 Total Respect

VAELINN

324 Respect

19 days ago

marking this as planned, I have discussed with Diablo and though the final result may end up a little different than this, the core feature can move forward. So I am adding this to my queue.

3 days ago

VAELINN

324 Total Respect

VAELINN

324 Respect

3 days ago

This is now implemented.