Territory
The map is divided into sections: named city blocks and zones. Each section has an owner, a type, and a risk level. Territory is the board your crew and your rivals fight over, and it ties directly into heat and the Director.
Sections
A section is the atomic unit of the map. Every pawn is in exactly one at any time, and heat is tracked per section.
| Field | Meaning |
|---|---|
| Name | Human-readable block name |
| Owner | The controlling faction, or neutral |
| Section type | Residential, commercial, industrial, drug trade, warehouse, etc. |
| Risk level | Static baseline (0 to 100), seeds starting heat |
Section type drives several systems at once: it sets the heat decay rate and the baseline character of the block.
Factions and ownership
Territory is owned by factions, not individual types. Each faction starts controlling a set of sections. The player is a faction too, as is each rival crew, the cartel, and the police precinct.
| Concept | Rule |
|---|---|
| Starting control | Each faction begins owning its home sections |
| Neutral ground | Sections no faction owns are contested space |
| One parameterized rival type | Rivals share one entity type, distinguished by faction, so new factions are pure data |
Hostility between factions is resolved through the faction matrix, so who fights whom over turf follows the same rules as all combat.
Rival corners
Each rival faction seeds a visible corner on the map at the start: a marker of their presence and a place their dealing concentrates. These give rivals a foothold to defend and give you targets to push against.
Taking and losing turf
Territory changes hands through presence over time, not a single action:
| Direction | How it happens |
|---|---|
| You take a section | Your crew establish and hold the only gang presence there, or a turf-assault order completes on it |
| A rival takes a section | A rival faction dwells in a neutral or bordering section long enough with no response from you |
The core capture rule: a section flips to a faction when that faction's pawns have been the sole gang presence there for a sustained period. Contested sections (both sides present) do not flip; they become flashpoints.
NOTE
Territory is an evolving system. The capture loop above is the baseline model. Expect the display and the depth of control effects to grow, which is one reason this wiki is the live source of truth.
Why territory matters
| Holding turf gives you | Because |
|---|---|
| Safer places to work | You can route dealing to blocks you control and keep heat manageable |
| Income footing | Rackets, corners, and fronts all sit on sections |
| A buffer | Owned sections between you and a rival slow their push |
And it costs you: held turf keeps your name on the street and draws the Director's territorial events toward your borders.
The Director and territory
The Director reads the map to make pressure feel territorial. It can pick a rival faction based on how aggressive they are and whether they border you, then aim an attack at a crew member in or near that faction's turf, rather than a random target. Rival pressure on a bordering section, left unanswered, becomes a capture.
Modding
Sections and factions are defined in data: section templates (type, risk, owner) and a factions file (home sections, aggression, player-controlled flag). Adding a rival faction is a data entry, not new code. See Entities & Identities.