War & conquest
Status: Draft. Live in the sandbox campaign. Every number on this page is TEMP: they are first guesses that are still being tuned.
War is outfit against outfit. You declare it on another outfit, never on a town, and you name what you're taking. Your forces then hold that ground until the score lets you collect. You can take an empty town by claiming it in peace, but taking a town someone else holds always means war.
How you use it
- Open the rival boss's card and choose war. The panel reads WAR ON THE … and asks "What are we taking?".
- Pick a claim: Take one town, Take every town they hold in that state, or Tribute. Each row shows its price in Influence. Press DECLARE.
- Move your forces onto the claimed towns. Beat whatever stands there, then hold the street until it's occupied.
- Watch the war score on the same card. At +100 you can enforce your claim. You can offer white peace at any time, or surrender.
- When it ends you get a truce with them, and a short spell before you can start another war.
How it works
Declaring
| Rule | Live |
|---|---|
| Who | Only an outfit that borders you. Neutral ground and your own towns can't be declared on |
| One you start at a time | You can start only one war at a time. You can still be attacked, and allies can be drawn in |
| Price | 10 Influence, plus 15 more if you have no grievance against them. Bosses next door will remember a war with no reason |
| Agreements | A non-aggression pact or alliance blocks the declaration. End it in OUTFIT → Agreements first. A protector's pacts also cover the outfits under him |
| Same organization | You can't declare on an outfit you protect or that protects you. While you're under someone's protection, he runs your wars; you still defend yourself |
| After a war | Every side waits 14 days before it can declare again |
| Through a truce | You can break a truce: 25 Influence, doubled for each truce you broke recently, and a big opinion hit |
| One-town gangs | Independent locals defend their ground but never declare war |
There's no Heat price in the sandbox (Heat is off).
Claims
| Claim | You take | On an enforced win |
|---|---|---|
| Take a town | One of their towns | That town becomes yours |
| Take the state | All their towns in that state (shown only if they hold more than one there) | All of them become yours |
| Tribute | No land | They pay you a share of their take every day |
If you take a one-town gang's last town and its boss survives, you can invite him into your outfit from OUTFIT → Local dealings.
Occupation
A force of yours standing on an enemy town, with no enemy force there, can occupy it. It needs at least 10 men (more for a bigger town), and the town's own guard must be beaten first. After 7 days the town is occupied: it stops paying its owner, and you take half of what it would have paid. Any enemy force arriving stops the clock until a battle settles it.
War score
The score runs from −100 to +100, from the attacker's side.
| Source | Adds |
|---|---|
| Battles | Won battles, up to 40 in all |
| Occupations | 10 per town occupied, 20 for a claimed town, up to 40 in all |
| Holding the claim | +0.5 a day while you hold every claimed town, ×5 if you hold every town they have. Losing a claimed town resets this streak |
| Holding none of it | After 30 days, the score drifts 0.25 a day toward the defender while the attacker holds none of the claim |
Ending it
| Ending | When | What happens |
|---|---|---|
| Enforce | You attacked and you're at +100 | You get the claim. You also take 40% of their cash |
| Make them answer to you | Instead of enforcing, when you could | They keep their towns but come under your protection and pay you a cut |
| White peace | Either side, if the other accepts | Nobody wins anything |
| Surrender | You attacked and you give up | You pay them 40% of your cash |
| Concede | You're defending and you give in | They get the claim |
| Force the end | The other side is spent | Settled by the score: +40 or better enforces, −40 or worse surrenders, otherwise white peace |
Every war ends after 200 days at the latest. Whatever the ending, a 120-day truce follows, and any of your men left in their towns get a free walk home.
Numbers (all TEMP)
| Number | Value | Where |
|---|---|---|
| Declaration price | 10 Influence | war reason data, influence_cost |
| No-grievance extra | +15 Influence | diplomacy_m2.war_naked_influence |
| Wait after a war | 14 days | frontier.war_recovery_days |
| Truce | 120 days | truce_days |
| Breaking a truce | 25 Influence, ×2 per recent break (last 200 days) | war_truce_break_influence, war_truce_break_repeat_mult, war_truce_break_memory_days |
| Occupation | 7 days, 10 men × town size | war_occupy_days, war_occupy_min_soldiers |
| Occupier's cut | 50% of the town's take | war_occupation_skim_pct |
| Score from battles | Up to 40 | war_battle_score_cap |
| Score from occupations | 10 a town, 20 a claimed town, up to 40 | war_score_per_occupation, war_score_per_occupation_goal, war_occupation_score_cap |
| Holding the claim | +0.5 a day, ×5 holding all their towns | war_goal_tick_per_day, war_total_occupation_tick_mult |
| Defender's drift | 0.25 a day after 30 days | war_goal_decay_per_day, war_goal_decay_grace_days |
| Cash taken on enforce or surrender | 40% of the loser's cash | war_spoils_treasury_pct |
| Longest war | 200 days | war_forced_peace_days |
See also
- Battles: what happens when forces meet
- Map & territory: borders, and claiming empty towns
- Diplomacy & gifts: pacts, grievances and protection
- Orgs: who you can fight
- Mechanics
Locked vs leftover
| Locked (document this) | Leftover / do not claim |
|---|---|
| Declared on an outfit, from its boss's card | Declaring on a town card; a separate takeover game |
| Priced in Influence | A Heat price on declaring (Heat is off) |
| Take a town / Take the state / Tribute | Wreck as a goal |
| Occupation over 7 days | A ~2-day occupation |
| Peace is chosen; every war ends within 200 days | Heat ending a war on its own |
| One war you start at a time | Unlimited wars of your own |
| Your forces are your people and their followings | Crew halls, a recruit queue, supply, RAISE / STAND DOWN as buttons |
Sources
src/systems/turf_war.gd, src/systems/frontier.gd, src/systems/frontier_council.gd, src/systems/diplomacy.gd, src/ui/main.gd (the war panel), data/cbs.json, data/config.json