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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

  1. Open the rival boss's card and choose war. The panel reads WAR ON THE … and asks "What are we taking?".
  2. 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.
  3. Move your forces onto the claimed towns. Beat whatever stands there, then hold the street until it's occupied.
  4. 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.
  5. 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

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