Multiplayer Strategy
Reviewed 2026-10-15
Checked separate allied gangs, personal economies, and Last Stand home capture.
Reviewed controls, progression and available mode rules against the current catalog, simulation and visible menus.
Choose the rules before joining
Open Multiplayer rooms from the title screen, or Multiplayer from the solo pause menu. Choose Browse, Quick Match, Host a room, or join with an invite code. Check the ruleset and Co-op or Versus label before entering; an invite code is not an account-link code.
Solo Hill, Base Assault and Last Stand run on your device and require Internet throughout play. Connection loss pauses play; reconnect to continue without losing progress. These modes do not use the earned solo difficulty ladder or run perks. Multiplayer runs on the server and does not pause when you open a menu.
City Takeover rooms
Fresh City Takeover Co-op rooms have four separate participant gangs in allied pairs. Allies share victory, not territory ownership, business income, or personal cash. Check your own cash before hiring; an ally buying a business does not fund your payroll. Ordinary city rivals remain hostile.
Recorded legacy Co-op rooms can still share a gang until rematch. Fresh Versus rooms have independent opposing gangs. City Takeover wins at 75% city control; after 25 minutes, five minutes of overtime precede standings by territory, kills, then income. Equal scores draw. Only eligible City Takeover results affect seasonal rating.
King of the Hill
Select King of the Hill in the room rules, or in Solo mode for an online AI match. Hold the central hill for five accumulated minutes, not five uninterrupted minutes. Ownership earns the controlling gang 25% extra business income. The hill timer, not 75% city control, decides victory. This mode is unranked; team arrangements share hill progress.
Hill cash weapons have no rank gate; human and AI respawns take 15 seconds. Hold the center to win, not 75% of the city.
The whole Central Bank block is the capture zone. A side alone on it captures at once. Enemies anywhere on the block contest it: victory time pauses, but bank cash keeps paying and progress is kept. An empty block keeps scoring for its owner.
With teammates, the flag button (or your shortcut key) sends Push, Defend or Regroup requests. Allied AI follow them for 20 seconds; humans only see a marker. Auto cancels the order.
Base Assault
Select Base Assault in room rules or Solo mode. Private rooms have four corners: invite friends or let the host Start with AI. Public duo with AI can place two humans together or opposite, each arrangement filling the remaining seats with AI. Push checkpoint routes in order, support server-run waves, and destroy bases. A locked downstream checkpoint cannot be skipped. Free-for-all ends with the last base standing; teams win when the opposing bases fall. Losing one base does not end a teammate’s surviving fight.
Base Assault uses match-local upgrades and cash earned during the battle, not city businesses, crew payroll, or your solo rank. It has no City Takeover city rating. Use the lane and base HUD rather than the territory-economy advice below.
Last Stand
One player, three AI teammates. Secure victory at wave 8, then optionally continue endless. Internet required.
Clearing wave 8 secures one victory and its rewards. Choose Finish with victory or Continue endless. Decide again after waves 16, 24 and every eight waves. Every current non-abandoned human must explicitly continue within 30 seconds; bots do not vote, and temporary AI cannot consent. One Finish choice, an unresolved disconnected seat or timeout ends the shared run successfully. Reconnect within the original deadline to answer. Combat and economy pause during this decision.
Home control reaching zero is danger, not immediate defeat: attackers must complete the capture hold and take home ownership. A later defense loss keeps the secured victory and all committed rewards. Solo and Co-op have separate personal highest-reached and highest-cleared wave records, not a public wave leaderboard. Internet is required for ordinary Solo and multiplayer. Last Stand does not award competitive Elo.
Eligible authenticated server-run victories retain 113 Solo or 150 Co-op base points at wave 8. Each fully cleared later wave earns a Co-op bonus: waves 9–12 give 5 each, 13–16 give 10 each, 17–20 give 15 each, and 21 onward give 20 each. Solo earns 75% of the cumulative Co-op bonus, rounded once; only the new difference is awarded. Wave-16 totals are 158 Solo / 210 Co-op. Reaching a wave, time survived and losses before wave 8 earn no points.
Public bonuses require continued eligible participation and the existing verified-account, abandonment, duplicate-account and temporary-AI checks; Co-op needs at least two eligible verified humans. Base eligibility and the season are fixed at wave 8. Later bonuses never add another win. Departures do not revoke committed awards. Worker and offline receipts are statistics and cosmetic evidence only, never public-points proof. These launch weights are provisional, not measured human balance.
After wave 8, at most 19 attackers use varied ordinary roles. Lieutenants recur at waves 12, 20 and every eight waves; bosses at 16, 24 and every eight waves, replacing ordinary slots. From wave-8 base stats, health rises 5% and damage 2% per later wave, capped at 3× health and 1.8× damage before role modifiers. Home-capture pressure is capped at wave-8 strength. Raw difficulty then plateaus. Upgrade ranks remain capped; three shared defense charges replenish for each actual next wave.
Room progress is not your solo save
Base Assault uses its own cash shop and gun progression; respawn time grows with gun tier. Last Stand uses match cash for weapons and teammate support, not hired personal crew; players respawn while home defense continues. Gold combat purchases are not a source of room cash.
Use the current priced prompt, not a remembered price. Solo and room upgrade prices can differ; online business purchases and upgrades must be confirmed by the room. Check Empire net income before spending payroll reserves.
Cash, territory, crew, and rank in a room belong only to that match. They never replace your saved City Takeover city or grant permanent training progress. City Takeover and Hill co-op: premium guns and Auto-Turret require host opt-in. Public matchmaking disables them. Versus disables premium guns and Auto-Turret. Solo, Base Assault and Last Stand equipment rules are unchanged.
The city-economy tactics below describe City Takeover rooms. They are not a substitute for the hill timer, Base Assault lanes, or Last Stand home defense.
Server Authority
Your client sends intent; the room server validates movement, combat, purchases, and objectives. A delayed screen is not proof that a shot or capture succeeded: wait for the confirmed health, owner, or score update before making your next decision.

Contested Zones
When you attack a block owned by a rival player, it becomes Contested.
- Business income scales with the territory's current control; a battle does not apply a separate income-off switch.
- The server publishes territory and battle state so the defender can see the threat in real-time on their minimap.
- Damage can reduce control during combat, but hostile defenders on the block pause the zero-control ownership hold. A fight and a completed capture are different states.
Live Tactics & Concrete Decisions
To succeed in multiplayer, you must out-think, not just out-shoot.
- Border Defense: Always leave garrisons on exposed territories. A block without a garrison recovers control slowly, making it an easy target for opportunistic rivals.
- Economic Pressure: Target your rival's high-income properties like Casinos and Warehouses. But make sure to finish the capture—abandoned progress decays over time.
- Timing: Attack a strong player's borders while their escort crew is committed to another fight across the map.
Server Authority
Server authority means the room continues to resolve territory, combat, and income from one shared state. Watch published battle state rather than assuming a quiet screen means a safe border. If an attack starts while you are across the map, decide whether the threatened block is worth the travel time or whether pressure on the attacker's economy is the better answer.
Reconnection restores your server-owned slot rather than creating a second player. After reconnecting, re-check your location, crew assignments, contested blocks, and current cash before issuing a new command. The server—not a stale local panel—remains the source of truth.
Opening and Mid-Room Priorities
Early in a room, build one dependable income route instead of racing for scattered premium blocks. A connected border is easier to read and reinforce, and it gives fewer opponents an exposed target. Once the room develops, identify which rival is converting income into crew and which is merely holding land. Pressure the economy that can fund the next attack.
Coordinate assignments by purpose: escorts protect the player, garrisons stabilize owned blocks, and assault crews create pressure elsewhere. Moving everyone toward one visible fight can leave the server to resolve an unattended capture on the opposite border. The map and battle state are operational information, not decoration.