SuggestedTerritory wars V2

about 2 hours ago

VAELINN

1,019 Total Respect

VAELINN

1,019 Respect

about 2 hours ago

Territory Wars V2 — A Full Rebuild

I am going to rebuildi Territory Wars from the ground up: how you fight, who can interfere, how alliances help, and what you earn when the dust settles.

Below is what I have (pretty thoroughly) planned out, I am raising this now for feedback before I fully lock it in.


Why change anything?

Territory Wars have been an important part of cartel life, but several problems kept coming up. Here’s what we heard, and how V2 is meant to answer it.

  • 1 vs many / alliance pile-ons — other cartels hospitalize defenders or burn their medical while one cartel free-holds the war.
    → Each war is a sealed fight between the two cartels involved (and a small, invited allied contingent only). Outsiders can’t attack or revive people in that war, and people in the war can’t freely farm the rest of the city either (“too far away”).
  • Medical lockdown — you log in already hospital-locked because someone outside the war kept putting you down.
    → Same sealed rules: outside cartels can’t shape your readiness for a war you’re in. Getting hosped by the people you’re actually fighting still uses medical as normal — that’s the cost of combat.
  • Outside revives prop up a side without joining the war.
    → Wartime revives only work between people on the same side of the same war, via a dedicated War Triage page. War wounded won’t show as free targets on the normal town hospital list for outsiders.
  • Many fronts at once — we don’t want a hard cap on how many wars can be declared against you, but getting dogpiled on every border feels hopeless.
    → No war-count cap. Instead, a Fortification cartel perk lets you harden one or two territories you’re defending when you’re already under multiple attacks.
  • Rewards feel weak — wars often aren’t worth the energy and organization.
    → New personal and cartel payouts: reputation, cocaine and tequila, modest cash, cartel reputation, Intel dossiers (cartel-wide temporary boosts), and on a full takeover a decaying Morale Boost to gym gains. Underdogs who really contested the fight get an extra bump.
  • Alliances should matter without becoming “us + every ally vs them + every ally”
    → Formal Alliances unlock the ability to call help. Actual wartime help is a separate perk with a hard seat cap (3 → 6 → 10 fighters total for that war, shared across allies — not whole cartels). Allies fight as mercs; only the declaring cartel can take the land.
  • AFK timer wars / sleeping through a declare
    → The score only advances from holding ground when both sides have been present recently. Combat still matters most. There’s also a long window to place special objectives so opposite timezones aren’t excluded.

The new fight

The board

Every contested territory has four fixed strongpoints:

  • Plaza
  • Alley
  • Checkpoint
  • Rooftop

Up to three people can garrison (hold) each place. That’s 12 hold seats on the base board (4 × 3). Special nodes use the same rule — 3 holders each — so the number of holdable spots grows with every special on the board:

  • Base only → 12 hold seats
  • Base + 2 specials → 18
  • Base + 4 distinct specials (both sides place two different types) → 24

Your whole cartel can still fight either way: anyone in the war can assault enemy holders even if every seat is full. Holding is scarce; fighting is not.

A place only counts as held if someone is actually standing on it.

How a war starts for defenders

When your territory is attacked, you begin holding all four strongpoints. You can set a defense formation per territory beforehand — who you prefer on Plaza, Alley, Checkpoint, and Rooftop. Eligible members seed those seats at war start; any gaps fill from your strongest remaining people.

How you win (or don’t)

  • Wars last up to 48 hours.
  • Attackers push a Control meter by winning assaults, flipping places, and holding more ground than the defender when both sides are active.
  • Roughly speaking, fighting drives most of the progress; holding ground drives the rest.
  • If attackers hit the Control target in time, they take the territory.
  • If time runs out first, it’s a stalemate: ownership stays put, but people who showed up still get rewards. We don’t want “we stalled for two days” to feel like a glorious victory.

New cartel perks

V2 adds several cartel perk trees. Some harden multi-front defense, some unlock formal alliances and capped wartime allies, and some unlock special nodes you can place on the war map (war doctrine).

Important — alliances are not “whole cartel + all allies”: Being allied does not dump every member of every allied cartel into a war. Your cartel still fights as your cartel. Allied help is invite-only, costs a separate perk, and is capped at a small shared fighter pool for that one war. Everyone else in those allied cartels stays out of the sealed bubble.

Special-node placement rules (shared by doctrine trees): fight the base four nodes immediately; Capos get a 12-hour window inside the war to place specials; up to two specials per side (second slot unlocked by investing deep in a doctrine tree); whoever holds a special gets its benefit (steal their toys); same special from both sides merges to one node (first placer spends a slot; the other keeps theirs free); unplaced specials don’t spawn; mid-war unlocks apply to future wars only. Remember: each special you put on the map also adds three more hold seats to fight over.

Alliances

Lets your cartel form formal bonds with other cartels (up to five allied cartels as you rank the tree). This is the diplomacy foundation — invites, accepts, lasting ties.

Dependency: None. Required before you can use Expedition or Reinforcements.

Expedition

When you declare a war, lets you invite a limited number of fighters from allied cartels onto that war’s roster. They enter the sealed bubble, can assault, garrison, revive on your War Triage, and capture specials. They earn merc-style rewards. They do not annex the territory or get the Morale Boost — that’s yours.

Dependency: Requires Alliances (invitees must be from an active ally). Seat ladder is 3 / 6 / 10 allied fighters total, shared across all contributing allies — not 10 per ally, and not “everyone in those cartels.” A player can only be on one war roster at a time.

Reinforcements

Same idea for defenders: invite a capped allied contingent into your defensive war bubble. Same shared seat pool, same merc limits (no land claim). Reinforcements is intentionally a bit cheaper to unlock/rank than Expedition at the same level, so defending with help isn’t as expensive as attacking with it.

Dependency: Requires Alliances. Same 3 / 6 / 10 shared seat rules as Expedition.

Fortification

When you’re already defending two or more wars, Capos can mark one territory (later ranks: two) as fortified. Defenders garrisoned on nodes there fight harder (+15% Defence, Agility, and health), and flipping a contested node takes one extra successful assault. Reassigning which front is fortified has a cooldown; the mark clears when the war ends or you drop below two defensive wars.

Dependency: None. Not a placeable special — it hardens a whole war front you’re already on.

Blockade

Unlocks logistics specials that squeeze the enemy’s cartel armory while you hold them. Supply Depot cuts enemy war-roster access to cartel armory medical (personal inventory meds and same-side triage still work (revivers have great value here); only while the fight is actively contested). Deeper ranks unlock Fuel Dump (same pattern for armory drugs and alcohol), and may open Contraband Gate to blunt certain personal wartime consumables.

Dependency: None beyond buying the tree. Effect only while you hold the placed special; the enemy can steal it.

Quartermaster

Sustain doctrine. Unlock Field Clinic first: same-side War Triage revives cost less energy and land a bit more often while held. Deeper ranks unlock Safehouse: shorter hospital times from war hospitalizations for your side while held.

Dependency: None beyond the tree. Clinic → Safehouse progression within the perk.

Signals

Tempo and information. Unlock Radio Tower: your hold progress ticks faster and the enemy’s slower while held. Deeper ranks unlock Watchtower: clearer live view of enemy deployments and counts on that war’s map.

Dependency: None beyond the tree. Radio Tower → Watchtower progression.

Logistics Corps

Unlocks Rally Yard: your side’s redeploy cooldown between nodes is roughly halved while held — better rotations and seat swaps for organized cartels.

Dependency: None beyond the tree.

Engineers

Combat-edge specials kept deliberately modest. Unlock Sandbag Line: small defense boost on adjacent base strongpoints while held. Deeper ranks unlock Ambush Alley: the enemy needs one extra successful clear to flip that special node.

Dependency: None beyond the tree. Sandbag Line → Ambush Alley. Designed to stack carefully with Fortification, not replace it.

Sappers

Unlocks Bridge Head: while held, +10% personal reputation from war assaults for your side (including invited allied mercs). On a successful takeover it also changes chain-break behavior — attackers holding it can make messy map annexes bite harder; defenders holding it can skip chain-break for that annex (the contested territory still changes hands; neighbors don’t cascade). Unheld = normal chain-break.

Dependency: None beyond the tree.

Base Plaza / Alley / Checkpoint / Rooftop never quietly grant mild versions of these effects — if you want the lever, you invest. Higher doctrine ranks can strengthen effects, briefly linger after you lose a node, unlock that second placement slot, or make a special harder to flip.


Sealed wars & War Triage

While a war is on, members of those two cartels (plus any invited, seat-capped allied fighters) are in a bubble with each other. The rest of Bolivia is “too far away” for attacks and revives in either direction.

Revive your side on War Triage from War HQ — not by browsing the town hospital for free assists from cartels that aren’t in the fight.


Rewards — making wars worth it

We’re treating “wars don’t pay” as a first-class problem.

Personal (people who meaningfully showed up)

You qualify by doing things like winning an assault, helping flip a node, holding a seat for a solid stretch, or landing several successful wartime revives.

  • Player reputation
  • Cocaine and Añejo / Repose tequila in meaningful stacks
  • Modest cash (kept in check so we don’t inflate the economy)

These pay out whether your side wins, loses, or stalemates — showing up matters.

Cartel crate

  • Cartel reputation
  • Armory supplies
  • Intel dossiers — activatable cartel-wide boosts for 12 hours (examples: better attack rep, job rep, revive rep, production items, drug/alcohol energy, gym gains, smuggling payouts, more rewarding mugs). Only one Intel active at a time.

How “juicy” the Intel drop is depends partly on how contested the war was — a real scrap pays better than a ghost town. One person farming endlessly can’t inflate the whole cartel’s score by themselves.

Full takeover extras

  • The winning declarer gets a decaying Morale Boost (+10% gym gains for a few days; +15% if they were the underdog in a real fight).
  • A light land spoils bump tied to the territory’s daily benefit.
  • Underdogs who contested for long enough also get a bonus on personal and cartel war rewards.

What stays familiar

  • You still declare on linked / border territories with cartel reputation cost.
  • Contiguity and supply lines still matter when land changes hands.
  • Daily territory benefits for ownership still matter — we’re making the fight for them better, not deleting the prize.

FAQ

Is this “my cartel + all my allies” vs “them + all their allies”?
No. Alliances alone do not put anyone into a war. Expedition / Reinforcements invite a small shared pool (3, then 6, then at most 10 fighters total for that war), drawn from allied cartels you choose. The rest of those allied cartels are still outsiders — sealed rules apply to them like anyone else. Allies never take the land.

Can our whole 80-person cartel participate if there are only 12 “seats”?
Yes — and it isn’t always 12. The base board has 12 hold seats (4 places × 3). Each special on the map adds 3 more, so a war with two specials has 18 hold seats, and a full board with four distinct specials has 24. Either way, seats are for holding ground. Assaulting, flipping, rotating in, and wartime revives are how large cartels contribute. Rewards are built so fighters who aren’t parked on a pin still get paid.

Can Cartel C hospitalize us to help Cartel A’s war?
Not in a way that feeds that war. If you’re in an active war roster, outsiders can’t attack or revive you for that purpose — and you can’t use the war as a shield to freely hit random people outside it either.

Where do I revive my cartel during a war?
War Triage on the Territory / War HQ flow. Same-side only (including invited allied mercs on your roster).

Do I still use medical items in a war?
Yes. Fighting the people in your war still burns medical as usual. What we’re stopping is third parties burning your medical bank for someone else’s war.

What if the enemy places Supply Depot?
If they hold it while the fight is live and contested, your cartel’s armory medical can be cut off. Your personal inventory meds and same-side triage revives still work. Take the Depot from them and the pressure flips.

What specials / doctrine should we unlock first?
Depends on your style. Blockade (Supply Depot) punishes armory-heavy cartels. Quartermaster helps sustain. Signals / Logistics Corps help tempo and rotations. Sappers (Bridge Head) is the big map / annex lever and also pays assault rep. You only place up to two specials per war, so doctrine is a real strategic choice — and the enemy can steal whatever you bring.

We’re a small cartel — is this just “big groups win”?
Bigger cartels will still be strong in a fair 1v1 — that’s roster strength. What we’re removing is free multi-cartel interference. Fortification, underdog bonuses, stealable specials, sealed rules, and capped allied aid are there so organized smaller groups aren’t soft-deleted by the map around them.

Will alliances make dogpiles worse?
They shouldn’t. Allied help is invite-only, seat-capped, and stuck inside the same sealed war. It replaces the old informal “friends hospitalize from outside” pattern with a visible, limited roster addition — not five full cartels stacking onto one declare.

What is Control, simply?
A progress score attackers need to hit to take the land. It moves when attackers win fights and flip places, and when they hold more manned strongpoints than you while both sides are active. If neither side has been on the board recently, holding doesn’t quietly rack up score.

What if nobody from our cartel is online when they declare?
Defenders still start on the board via formations. Score from empty holding won’t race ahead while you’re completely absent — both sides need recent presence for hold progress. You still need to show up to contest; V2 isn’t a free win for sleepers, and it isn’t a free annex for attackers against a ghost town timer either.

Can I opt out of a war my cartel is in?
No — full members are in the war roster so the sealed rules work. This may be an added option later.

Where do I set a defense formation?
On your territories / War HQ — Capos and members with territory management permission.


Territory Wars V2 is meant to feel like a fight over Bolivian turf — places on a map, sealed opponents, doctrine you invest in, and alliances that show up as a handful of invited fighters, not a free-for-all where the rest of the server decides the war from the hospital. It is also meant to be able to be strategized for wins vs pur manpower.

Responses

about 2 hours ago

A_MERCHANT

115 Total Respect

A_MERCHANT

115 Respect

about 2 hours ago

Ok, I did misunderstand you Vaelinn. My bad.

The only real issue I have with a system like this is the amount of allies that can join, as currently with the Player count 10 players extra via the ally system seems like too many.

Personally I feel like 5 would be a better as a max, and could be increased in the future 

about 1 hour ago

DAS_DADDY

222 Total Respect

DAS_DADDY

222 Respect

about 1 hour ago

Many aspects that I like, it adds more depth than just hold the wall and can give a proper tug of war over territories.

With the defensive upgrades, do we feel 48 hours is too short, maybe keep the 72 hour timer to allow for a slightly more manageable time?

While this expands on the War aspect and I like the idea very much, I still feel the territories themselves could use some fine tuning and transparency in what they provide. So people will drool over taking certain territories and have something to fight for other than a few rewards for a war.

First MVP

You ranked #1 in ticket contribution for the Arana Territory Bounty.

17:31:15 04/08/2026

43 minutes ago

SOMBRA_NEGRA

101 Total Respect

SOMBRA_NEGRA

101 Respect

43 minutes ago

I understand that losing cartels will still receive rewards, and I think that's a great addition. But rewards don't necessarily equal fair competition. My concern isn't about losing. Losing is part of the game. It's about having a realistic opportunity to win.

If you're consistently facing alliances with multiple top 10 battle stat players, what incentive do you really have to compete when the outcome is practically predetermined? Is this skill tree different from that of the Cartel Perks?  

I am happy there is a change, this is a start, we can trust the process and see how things go from there. Look forward toward the future of CE !! 



29 minutes ago

VAELINN

1,019 Total Respect

VAELINN

1,019 Respect

29 minutes ago

Ok, I did misunderstand you Vaelinn. My bad.

The only real issue I have with a system like this is the amount of allies that can join, as currently with the Player count 10 players extra via the ally system seems like too many.

Personally I feel like 5 would be a better as a max, and could be increased in the future 

A_MERCHANT - 19/10/2026, 00:08:30

The numbers are certainly tweakable, I am ok with starting with 5 and adjusting if needed.

28 minutes ago

VAELINN

1,019 Total Respect

VAELINN

1,019 Respect

28 minutes ago

Many aspects that I like, it adds more depth than just hold the wall and can give a proper tug of war over territories.

With the defensive upgrades, do we feel 48 hours is too short, maybe keep the 72 hour timer to allow for a slightly more manageable time?

While this expands on the War aspect and I like the idea very much, I still feel the territories themselves could use some fine tuning and transparency in what they provide. So people will drool over taking certain territories and have something to fight for other than a few rewards for a war.

DAS_DADDY - 19/10/2026, 00:32:28

I have no objections with making them last 72 hours. I do agree with you on the territory item as well, I just see that as mostly a separate rework from the actual warring. But I think it will benefit from some changes as well, I would just make those changes as a separate effort that builds off of the concept of territory nodes that this would introduce.

25 minutes ago

VAELINN

1,019 Total Respect

VAELINN

1,019 Respect

25 minutes ago

I understand that losing cartels will still receive rewards, and I think that's a great addition. But rewards don't necessarily equal fair competition. My concern isn't about losing. Losing is part of the game. It's about having a realistic opportunity to win.

If you're consistently facing alliances with multiple top 10 battle stat players, what incentive do you really have to compete when the outcome is practically predetermined? Is this skill tree different from that of the Cartel Perks?  

I am happy there is a change, this is a start, we can trust the process and see how things go from there. Look forward toward the future of CE !! 

SOMBRA_NEGRA - 19/10/2026, 01:04:54

I think the +10-15% gym gains boost is a solid reason for a smaller cartel to face a larger alliance(and the rewards improve for underdog wins). I think there will be more built on top of the territory nodes concept that will add more value.

Beyond that, what would motivate you?