Job Chaining & Standard Jobs Relevance Update
about 3 hours ago
BOONIESTEEP
139 Total Respect
BOONIESTEEP
139 Respect
about 3 hours ago
Last Edited 12/05/2026, 11:45:00
Responses
about 1 hour ago
SHREDDERCHU
113 Total Respect
SHREDDERCHU
113 Respect
about 1 hour 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 hour ago
BOONIESTEEP
139 Total Respect
BOONIESTEEP
139 Respect
about 1 hour ago
I would include rep as well
15 minutes ago
HERPSAC
47 Total Respect
HERPSAC
47 Respect
15 minutes 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.
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.
28 days
+1.25% chaining penalty reduction per job
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.