Claim and control geographical regions for passive income, crew prestige and strategic regional bonuses. Territory combines map control with contests and seasonal rewards.
How it works
- Territory overview shows all available countries and regions by country. Click a country to see the interactive map.
- All supported countries are now fully browseable through the same interactive map flow as the Netherlands.
- Tap a region on the interactive map to open a modal with territory information and the attack button. The separate region cards below the map are no longer needed.
- Viewing is allowed everywhere, but attacks, defense joins and contest actions only work in the country where your character is currently located.
- On mobile you can now pinch in and out with two fingers and drag the zoomed map directly, making smaller regions easier to tap without extra buttons on the map.
- Territory is crew-based: you must create or join a crew before the attack button becomes available for neutral or hostile regions.
- Each region can be controlled by at most one crew at a time. Ownership grants passive income per hour, but Territory stops paying into the crew bank once the cash storage cap has been reached.
- Start a contest in an unclaimed region using the contest button. The contest automatically progresses through preparation (prep time), active (actions), and lockdown (resolution).
- When preparation ends, attacking and defending crew members receive a push notification and inbox message so you know you can attack or defend. That alert is sent by the minute cron even if nobody has the Territory screen open.
- During an active contest the region modal now also shows when actions unlock, when the contest ends, what the per-action cooldown is, and the real cash amount the region pays per payout, per hour and per day.
- Regions now also have strategic roles such as harbor, industry, capital, border region or logistics hub. That role determines which actions can earn extra points there.
- Adjacent regions already owned by your crew now provide extra support during contest actions. The region modal shows which strategic bonuses are active and how much adjacent support your crew has in that area.
- Action bonuses can now also come from crew progression: HQ level, crew mission level, and relevant side buildings (weapon/ammo/car/boat/drug storage). These bonuses only increase contest points, not passive region cash.
- Some advanced contest actions are HQ-gated: if your HQ level is too low, the action button shows `requires HQ level X` immediately.
- Territory no longer uses a hard daily action cap by default (runtime cap 0 = disabled). Balance stays controlled through cooldowns, anti-farm and strategic action choices.
- Winning a Territory War or Total War can now leave temporary war pressure on the real Territory regions around that frontline. The region modal shows which crew holds the pressure, how much effective stability is reduced, and when the aftermath expires.
- When a contest has just started or an older contest was still missing timing fields, the screen now fills those timers immediately and refreshes the modal to the latest contest state without requiring you to navigate away first.
- Attackers only see attacker actions (intel, sabotage, raid) and defenders only see defender actions (patrol, supply run, defense), so the modal no longer shows confusing mixed buttons.
- A region now also shows the real Territory yield. Crew leaders also see how many regions and countries their crew controls on the dashboard, how much the crew is currently earning, and how much Territory has earned in total so far.
- Contests result in ownership transfer and rewards (cash, XP, prestige). Losers also get partial xp for participation.
- Large regions (harbors, capitals) give more passive income but also trigger more opponents and raid attempts.
- Seasonal events give bonus rewards and special challenges per region group.
- Prevent deadlocks: your crew cannot immediately attack the same opponent after a loss; wait for cooldown.
- Anti-abuse checks prevent one crew from attacking the same target repeatedly in short time windows.
Tips
- Start in a balanced country with medium-sized regions: less competition than large countries but reasonable passive income.
- Focus on one country where your crew is strong first: better knowledge leads to better contest strategy than shallow control in many countries.
- Use seasons as strategic resets: if you lose in a dry season, a better season always follows for a comeback.