KNG Leadership Framework

Gang Leadership Guide

Every role matters. Every member has purpose. This is the structure that builds gangs strong enough to hit 30-40 members daily.

The Growth Cycle

Structure
Purpose
Activity
Loyalty
Strength
Growth

This cycle repeats. A gang that follows this system will grow stronger every day.

Hierarchy

Leader 00 directs the gang. Leaders 01-03 run departments. Managers execute.

Leader 00 — Director
Leader 01 — Sales
Leader 02 — Production
Leader 03 — Recruitment
General Manager
Farm Manager
Floor Manager
Recruitment Mgr
Recruiters & Members

All Roles Explained

Leader 00

Director of the Gang

The main director responsible for overall organization and direction of the gang.

Gang organization & direction
Gang actions & wars
Battle Royale slots
Gang discipline
Leadership meetings
Long-term gang growth
Ensuring all leaders do their jobs

Key insight: Must not just sit at the top. Must guide the full gang and ensure every department works together.

Leader 01

Sales, Buying & Money Flow

In charge of selling and buying products. Makes sure the gang has strong money flow.

Selling & buying products
Managing stock movement
Supporting compound sales
Working with Floor Managers
Turning crafting into profit
Keeping gang economy active

Key insight: Money keeps the gang moving, but should never be the only focus. Sales must connect with activity, roleplay, and purpose.

Leader 02

Farming, Crafting & Production

In charge of farming and crafting. Builds a strong team that keeps production moving.

Farming & crafting systems
Farm Managers & Floor Managers
Production goals & tracking
Materials collection
Item crafting management
Keeping teams organized

Key insight: Must make farming and crafting feel organized, not forced. Members should feel like they are helping the gang grow, not like workers.

Leader 03

Recruitment & Gang Growth

In charge of recruitment — one of the most important parts of gang growth.

Recruitment plans & teams
WallStreet recruitment
Pier & Legion recruitment
Beginner support
Recruitment tracking
Supporting Recruitment Managers
Ensuring new members are treated well

Key insight: Beginners are NOT a burden. Beginners are the future of the city. Recruitment must be constant.

General Manager

Support & Control

Supports the full leadership structure. A gang can have multiple GMs.

General gang issues
Member support
Helping leaders complete duties
Keeping departments active
Solving problems early
Maintaining discipline & culture

Key insight: Must be reliable, active, and respected. Not just there for a title — there to support the full gang.

Farm Manager

Farming Flow & Tracking

Takes care of farming and farming progress. Reports to Leader 02.

Farming teams
Progress tracking
FARMS tracker updates
Supporting farming members
Reporting to Leader 02
Keeping materials flowing

Key insight: Farming should be part of the gang system, not a punishment for new members.

Floor Manager

Crafting & Stock Control

Takes care of crafting and production flow. Reports to Leader 02, Leader 01, and GMs.

Crafting teams & progress
Checking stored items & chest
Supporting sales (Leader 01)
Supporting production (Leader 02)
Keeping crafting organized
Helping gang increase sellable goods

Key insight: A good Floor Manager keeps crafting organized, active, and profitable.

Recruitment Manager

Building the Future

Responsible for making sure the gang is always growing through recruitment.

Recruitment teams & supervisors
WallStreet / Legion / Pier recruitment
Beginner treatment & tracking
New member introductions
Teaching gang culture
Building recruiter teams

Key insight: A beginner should never be treated like a problem. A beginner should be treated like future success.

Recruiter

Front Line of Growth

The front line of gang growth. Find beginners and city members who may want to join.

Speaking to beginners
Explaining the gang
Showing good culture
Bringing people to compound
Introducing new people to leaders
Helping new members understand the city

Key insight: WallStreet is a Recruiter's best friend. Must be respectful, active, and patient.

Never Make New Members Feel Like Workers

When someone joins, the first thing they should experience is:

Good roleplay & interaction
A proper welcome
Introductions to members
A tour of the compound
Clear explanation of the gang
Fun activities
A reason to stay
Small, achievable goals
Loyalty comes before work
Culture comes before numbers
Fun comes before grinding

Rewards & Incentives

Members who follow the rules, show good culture, and help the gang grow are rewarded. Leader 00 oversees all rewards personally.

Individual Rewards from Leader 00

For members who show dedication, good culture, and help the gang grow

8 x Starter Packs
For dedicated members who follow rules and help grow the gang
8 x Battlepasses
For consistent contributors who maintain good culture and stay active
2 x £30 Cars
For outstanding members who go above and beyond for the gang

40-Active Milestone — VIP Reward

The ultimate team goal — earn it together

If the gang reaches 40 active members for 5 days in a row, Leader 00 will allow the gang to pick 3 members to receive the most recent VIP of the month for FREE.

40 Active5 days in a row
3 Members ChosenBy the gang
Free VIPMost recent of the month

How to Earn Rewards

Show good culture every day — treat members with respect
Follow ALL city rules and gang rules without exception
Help recruit new members and make them feel welcome
Stay active and create activities for the gang
Support leadership and follow the chain of command
Push the gang toward 30-40 active members daily

Rules & Conduct — Protect the Culture

Following the rules IS culture. A gang that respects the rules earns respect from staff, police, and other gangs. Every member must know these rules — leaders are responsible for teaching them.

Gang Perimeter Rules

Three critical rules every member must memorize

1
Perimeter = Anti-RDM Polyzone Only
The gang perimeter is defined ONLY by the anti-RDM polyzone. Everything outside the red area is a normal zone.
2
No Shooting From Inside to Outside
Firing at targets outside the polyzone while standing inside it is forbidden. Repeated violations = gang warning.
3
No Fleeing Into the Perimeter
Running inside your gang perimeter during an active situation (chase, fight) is forbidden. If a leader does this, the entire gang gets warned.

Marked Actions

Large-Scale: Major heists, raids. Alliances only for raids.
Medium-Scale: Mid-level robberies. Standard action rules apply.
Small-Scale: Small stores, liquor stores. Alliances allowed.
All blip actions auto-notify police. Always have recordings.

Alliance Rules

Small Actions: Respect standard rules
Large Actions: Only during raids
Street Actions: Same outfit required
Kidnappings: Never allowed
City Events: Never allowed
QRR cannot happen near gang perimeters to prevent endless backup.

Police & Chase Rules

Key rules for police interactions and vehicle pursuits

Police cannot enter your gang perimeter
No firing during vehicle chases
Flipped car = must surrender (can flee on foot)
Police can only search you if wanted
No fleeing to safe zones or gang territory during chases
No road shootouts — 720 min island ban
South zone: pistols only (Five-Seven, Glock, M1911)
Domination areas & North: all weapons allowed

How Leaders Should Teach Rules

Walk new members around the polyzone on day one
Run scenario drills weekly — present situations and quiz responses
Create a map guide showing zones, domination areas, and perimeter
Brief teams before every action: scale, alliance rules, recordings
Make rule-following part of gang identity and culture
Address mistakes immediately — one warning protects everyone