Turf wars: 27 city blocks, where a faction can attack, assault points, shields and cooldowns, and the rackets each block pays at New Day.
Blocks
27
Held at most
8
Assault lasts
24h
Failed assault cooldown
72h
The city is split into 27 turf blocks across its districts. A faction holding a block earns its respect, and its racket if it has one, at every New Day: rackets pay cash into the vault or items into the armory.
Where you can attack
A faction with no turf must start in the outskirts: Saltmarsh and Airport Flats. After that it can assault any block in a district it already holds, or in a district next to one. A faction holds at most 8 blocks.
District
Next to
Saltmarsh
The Stacks, Airport Flats
Airport Flats
Saltmarsh, Old Docks
The Stacks
Saltmarsh, Ironworks, University Row
Old Docks
Airport Flats, Ironworks, Neon Mile
Ironworks
The Stacks, Old Docks, Cathedral Hill
University Row
The Stacks, Cathedral Hill
Neon Mile
Old Docks, Glass Quarter
Cathedral Hill
Ironworks, University Row, Glass Quarter
Glass Quarter
Neon Mile, Cathedral Hill
Assaults
A commander (leader or the war permission) starts an assault. It runs for 24 hours and needs points: 2 per wall slot for an empty block, 4 per slot for a held one. Points come from fights members win:
Win
Points
Against a member of the faction holding the block
+3
Against anyone, when the block is empty
+1
Defenders beating the attacking faction
-3 to the assault
Reach the target in time and the block is yours. A block that just changed hands is shielded for 24 hours. A failed assault puts that block on a 72-hour cooldown for your faction. A faction cannot assault turf while it is in a ranked war.