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Syndicate wars and territory

Weekly wars between syndicates, challenge skirmishes, and districts that pay income.

Wars run on a weekly timetable. Officers or Leadership enlist their syndicate on the War tab before enlistment closes (a minimum number of members is needed). Enlisted syndicates are paired by war rating, and only members who joined at least a day earlier fight for it. The war is then fought over a few battle windows later in the week. The War tab shows this week’s exact times, which the city can change from one week to the next. A syndicate that disbands during a war surrenders it.

Inside a window, beating an enemy roster member earns war points: a hospitalization earns the most, then a mug, then leaving them on the street, then a successful defense (a kiss earns nothing). Targets above your level are worth more, and repeated hits on the same player in a window are worth less. Each window is a battle; the syndicate that wins more battles wins the war. Every member who scored gets War Chests (more for a win than for a draw or a loss), plus one for the side’s top scorer. The War tab lists the current point values and chest counts.

Officers or Leadership can also challenge another syndicate to a skirmish at any time, with an optional stake from the bank: a few short battle windows, winner takes both stakes, no War Chests.

Territory: districts each pay daily income into the holder’s bank. Members station themselves as guards. Beating a guard drains the district’s control into your syndicate’s siege; at zero, the top besieger takes it. An unclaimed district can be claimed for a fee, and a syndicate can hold only a few at once. The Territory tab shows the current income, fee and limit.

In the game: Syndicates

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