Empire of Sin - Let's Play - Part 1

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Empire of Sin Let’s Play by Casas Plays, formerly known as CasasClay. Watch live at CasasPlays.TV

Empire of Sin is a strategy video game being developed by Romero Games and published by Paradox Interactive. It was released on December 1, 2020 for Microsoft Windows, macOS, PlayStation 4, Xbox One, and Nintendo Switch. In the game, the player takes the role of one of several mob bosses inspired by real-life figures in Chicago during the Prohibition era. The player uses their boss to control the actions of their underlings to take over opponents' business and recruit new members to their cause while defending their own empire from the other bosses.

Empire of Sin plays as a turn-based strategy game with the player taking the role of a crime boss in the Prohibition era, starting anew in 1920 and trying to gain control of Chicago by 1933. As the boss, they can enlist up to 16 underlings from 60 potential ones to manage their empire of questionable businesses, such as speakeasies, casinos, and brothels, protecting them from the law and rival mafia gangs, while trying to extend their own influence by taking over others. The game uses alcohol as a type of currency to extend the empire's influence. Alcohol can be made by breweries under the player's control, given to the player by allies, or rewarded as part of completing various missions. The quality of alcohol can impact its influence; poor quality alcohol can be made cheaply and initially sold at a high profit, but over time will lose its value.

Taking over another business may involve direct combat, during which the game enters a turn-based strategy game similar to X-Com, or can occur through other persuasive means, including short-term alliances with other gangs to defeat a common foe. Combat and other situations are impacted by various traits and perks the characters have, and may cause them to act differently from the player's orders. For example, a character with the "Hair Trigger" trait may fire their weapon rather than moving to cover when ordered. These traits can change over the course of a game; an underling may become more accustomed to solving problems through violent means the more they are put in such conditions, for example



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