
Every faction in Vice City has a tier, and that tier decides what it can and cannot do in the city. There are three: Unapproved, Hood approved and Approved. Faction Management (FM) grants the tier, and it is set on the faction in game too. As of 7 November 2026, 36 factions are unapproved, 16 are Hood approved and 8 are Approved.
A hood is a faction’s approved area. A Hood approved faction has the upper hand there: in roleplay it can dominate other illegal groups, business owners and home owners in that area. That is where the players’ phrase “they got hood approval” comes from.
| Unapproved | Hood approved | Approved | |
|---|---|---|---|
| Protection money roleplay | No | Yes | Yes |
| Upper hand in its area | No | Yes | Yes |
| Others play Fear RP towards it | No | Yes | Yes |
| Can war be declared on it | Yes | Yes | No (unless it started the war) |
| Can its area be raided | Only the area being taken | Yes, raiders may face IC sanctions | No |
Details and exceptions are in Part B of /yasal/kurallar (Turkish).
What changes for the police
In a dangerous area an officer needs at least two units to step out of the car. If the area is Hood approved, raids, arrests and searches need at least four units and a supervisor (Sergeant or above). Officers can go after an outsider who runs into the hood; otherwise the police stay out.
How to get approved
Approval comes from roleplay, not from a form. The faction plays steadily and by the rules and posts screenshots of its roleplay in its introduction thread; FM sees it and grants the tier. I have said it for years: it is not about how many you are, it is about how you play. An active crew of six or seven can get hood approval while a faction of thirty does not.
Related
- Rules towards Hood approved factions (Turkish)
- Raid rules (Turkish)
- How protection money works
- How to start a faction
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