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Map, Layers & Navigation ​

BBox: Kingpin is played on real ground. You pick a real neighborhood of a real United States city, and the game builds a playable map from actual street data, actual building footprints, and real-world property values. This page covers where that data comes from, how you move through the country, and the map layers you read while you play.

Real map data ​

The world is not hand-drawn. When you select a territory, the game pulls live geographic data for that exact patch of earth and assembles it into a map.

LayerSourceUsed for
StreetsReal street network (OpenStreetMap)The road layout you see, pawn pathing, and real street names
BuildingsReal building footprints (OpenStreetMap)Actual lot shapes and locations you buy, stash in, and fight over
WaterReal coastlines, rivers, lakesVisual context and hard movement blocking
Place namesReal city, neighborhood, and suburb labelsThe real names on your map

So the corner you deal on, the warehouse you convert to a stash, and the street your crew walks are the real ones from the place you chose. The map is OpenStreetMap-shaped, not invented.

NOTE

Map data is © OpenStreetMap contributors, used under the Open Database License (ODbL). The game credits this in its settings.

Real estate prices ​

Property prices are anchored to real-world home values, then scaled for gameplay, so a waterfront block costs what a waterfront block should relative to a rough one.

StepWhat happens
1Each neighborhood's market is seeded from a real home-value index (Zillow ZHVI) for that region and date.
2That real value is scaled down by a gameplay discount and a per-neighborhood multiplier so numbers stay playable.
3A specific building's price is its real footprint size times the neighborhood's price per unit area.
4Condition (derelict, fair, good, prime) adjusts the final asking price.

The result: prices track reality. A high-value coastal district lists far above a derelict industrial zone, because the underlying real index says so. See Real Estate & Assets for what you do with a property once you own it, and how its value drifts afterward.

NOTE

Prices are a scaled reflection of real market data, not a live quote. They are tuned for a crime game, not a property simulator.

Choosing your territory ​

You start by selecting a bounding box: a rectangle over a real US city. The game fetches the data above for that box and drops you in. The base game ships real cities to start in, including Miami, New York, Boston, Tampa, and Los Angeles.

Select Territory: drawing a bounding box over a real US map at the start of the game.

The Select Territory screen at game start. Drag a rectangle anywhere in the United States; the readout shows the box size and its real latitude and longitude, and "Use This Territory" builds the map from that exact ground.

You pickYou get
A city and a neighborhood rectangleA playable sector built from that exact ground
The starting blockYour first turf, with its real streets and buildings

One bounding box at a time ​

You play one sector at a time: the bounding box you are in is the live, fully simulated map. The rest of the country is not loaded all at once; it streams in as you travel. This is what keeps a whole-country map performant.

From your active sector you can travel to the adjacent real ground in any direction:

DirectionYou go to
North / South / East / WestThe neighboring real-world slice of the city, fetched and cached on arrival
  • Each neighbor is the genuine adjacent patch of the real map, not a copy.
  • Neighboring sectors render as ambient scenery at the edges, so the city feels continuous rather than walled.
  • Visited sectors are cached, so returning is instant.
  • As your organization grows, you push outward block by block and eventually across the country.

Map layers ​

The map carries toggleable overlays. Each answers a different strategic question:

LayerShowsRead it to...
Zones / SectionsNeighborhood boundaries and type (residential, commercial, industrial, drug trade)Know the character of each block
HeatThe per-section heat value (0 to 100) printed on each sectionSee exact police pressure per block
Crime RateThe same heat values shaded as a color heatmap with a legendSee the pressure pattern across the map at a glance
For SaleProperties currently on the marketFind real estate to acquire
My PropertiesEverything you ownManage your portfolio and income
Protection RacketsBusinesses marked for or paying protectionTrack your racket income
Drug CornersYour claimed corners and rival cornersManage turf and demand (below)
Territory PushMarkers for where to pressure rivalsDirect your territory expansion
MinimapA zoomed-out view of the sectorOrient quickly

Territory: push and protect ​

The map is also your control surface for territory. Three tools matter:

ToolWhat it does
Drug CornersClaim a corner to mark turf and pull addicts toward it, creating steady retail demand on ground you hold. Rival factions seed their own corners (shown in a rival color) that you can push against.
Territory Push markersFlag where to apply pressure on a rival's bordering turf. Sustained presence there, unanswered, flips the section to you.
ProtectionMark a civilian business as a racket target to collect protection, shown on the rackets layer.

These tie directly into Heat (dealing and extortion raise it), the Director (territorial pressure draws rival events), and the Economy (corners and rackets are income).

Modding ​

The streets, buildings, and water come from real map data at runtime, so mods do not redraw the map. Instead, mods ship fiction overlays: neighborhood names, gang turf, danger and mood, and spawn weighting, keyed to a location. You flavor the real world; you do not rebuild it. See Entities & Identities and Economy Config.

Community documentation for BBox: Kingpin.