Analysis

Basemental Gangs turns The Sims 4 into a crime management game

Basemental Gangs is less shock value than strategy: build a crew, manage loyalty, and climb to HQs, bodyguards, and turf takeovers.

Sam Ortega··4 min read
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Basemental Gangs turns The Sims 4 into a crime management game
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This is a management mod, not just a crime toy

If you want to run a criminal dynasty in The Sims 4, Basemental Gangs is built for control, not just chaos. Released in version 6.20.63 on July 2, 2025, it requires Basemental Drugs and the Get To Work expansion pack, then layers gang rivalries, drug runners, a gang headquarters, and a right hand man onto a system that feels closer to strategy than a novelty interaction.

The biggest clue is in how the mod is framed. Basemental’s own feature list and tutorial hub break the system into Basics, Loyalty System, Right Hand Man, Gang HQ, Rival Gang, Gang Members, Missions, Leader Skills, and translations. That is not the architecture of a one-off crime gimmick. It is the shape of a management game with a criminal skin.

How to get a gang off the ground

Starting a crew is straightforward, but the save-state rules matter. Once you click Create a Gang on your Sim’s phone, you choose from four gangs, and there can only be one gang per entire game world. That makes the first choice feel permanent in the way good Sims systems do, where setup decisions start echoing through the whole save.

Wicked Pixxel’s guide adds a practical route in for players who do not want to wait for a perfect Sim build. If your Sim is not fully leveled in one of the four dealing tracks, the cheat command bmg.enable_gangs lets you jump straight in. The mod also seeds the conflict for you with predetermined rival gangs, so the neighborhood tension is already baked into the setup instead of being left to your imagination.

The real gameplay loop is loyalty

This mod lives or dies on the hidden loyalty system. Basemental says loyalty affects mission success rates, which means every job you send out has consequences beyond the immediate payout. Successful missions add loyalty points, failed missions reduce them, and that hidden score changes whether your gang starts to feel disciplined or unstable.

That is where Wicked Pixxel’s guide gets the tone exactly right. You are not just clicking a crime interaction and watching a scene play out. You are deciding how much risk to accept, how to react when missions fail, and whether a member is worth keeping around when their loyalty drops. The guide also points out the darker tools in the system: low-loyalty members can be punished, reprimanded, or, in the harsher end of the setup, liquidated.

Why the gang feels like an actual organization

The day-to-day loop is built around people, not just payouts. Wicked Pixxel walks through recruiting members through the phone, meeting up with them, dressing them in CAS, and sending them out on illegal work like robbery. That sequence matters because it makes the crew feel assembled, managed, and styled, not simply spawned.

Basemental’s own gang-member system keeps that structure from becoming cosmetic. Members must complete two successful missions per week to qualify for a weekly cut of gang profits, and those cuts are collected on Fridays through the right hand man. The system even handles death in a cleaner, more final way now: dead members are removed from the gang instead of lingering as ghosts.

Progression opens up the board

The leader-skill track is where Basemental Gangs turns from street-level hustle into real territory play. At level 5, you can hire a right hand man. At level 6, you can purchase a gang headquarters. At level 7, you can arrange sit-downs with rival gang leaders. At level 8, you can hire two bodyguards. At level 9, you can send enforcers to rival turf to take over protected businesses or corners.

That ladder gives the mod its long-term rhythm. The early game is about recruiting and keeping people useful. The midgame is about building an HQ and using the right hand man to manage money and tension. By the time you are sending enforcers into rival territory, the save has become a power struggle, not a string of isolated criminal scenes.

How to build a crime save around it

Basemental Gangs works best when you treat it like the backbone of a save, not an add-on. Start with one gang in one world, lean into the rival setup, and keep an eye on loyalty as if it were the same kind of household pressure you would watch in a legacy run. The mod’s four-gang setup, one-gang-per-world rule, hidden mission math, and progression through HQs, bodyguards, and turf takeovers give you enough structure to build a whole underworld around it.

Wicked Pixxel’s guide is useful because it translates the creator’s own tutorial into something playable, but the stronger takeaway is the system itself. Basemental Gangs turns vice, money pressure, and neighborhood rivalry into an ongoing loop, and that is why it feels like you are running an organized-crime machine instead of just collecting edgy interactions.

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