🗺️Territories

The territory system lets gangs compete for control of defined map zones using a reputation model. Reputation is earned through physical presence, drug sales, and graffiti — and slowly decays when a g

How control works

  1. A gang accumulates reputation in a territory over time.

  2. When reputation reaches MinRepToCapture and no other gang has a higher reputation, the territory is captured.

  3. Captured territories provide passive income to the owning gang every interval.

  4. After capture, a stabilization window prevents re-capture for a configurable number of hours.


Presence system

Gang members physically inside a territory zone earn reputation on a repeating cycle.

Presence = {
    Enable              = true,
    CheckInterval       = 15,      -- minutes between reputation cycles
    RequiredTimeInZone  = 8,       -- consecutive minutes a member must be inside
    MinPlayersRequired  = 2,       -- minimum same-gang members in the zone
    ReputationPerCycle  = 3.0,     -- base rep awarded per cycle
    MaxPlayersCount     = 5,
    ScaleWithPlayers    = true,    -- more players = more rep
    BonusPerExtraPlayer = 0.5,     -- +0.5 rep per player above the minimum
    MaxDistanceFromCenter = 150.0, -- meters from territory center to count as "present"
}

Decay

When no gang member is present in a zone, reputation decays automatically.

At the default values, an undefended territory at 100% reputation takes roughly 9 days to fall to zero.


Drug sales reputation

Selling drugs inside a territory earns bonus reputation for the selling gang (and penalties for the owner if you're an enemy).


Passive income

Gangs that control a territory earn money automatically.


Capture rules

Additional global settings:

Setting
Default
Description

ThreatThreshold

60

% dominance below which a threat alert fires

StabilizationHours

2

Hours territory is locked after ownership changes


Death penalty

Gang members who die inside an active enemy territory lose reputation.

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