Territory Wars
Wall score (1/sec, 50k×slots, 72h, 5e join), assault vs defend, alliances and fake walls, early discharge checklist, and territory vs ranked.
By Weav3r
Overview
Territories are blocks on the city map that factions own for daily respect (and sometimes a racket). Fighting over them is a territory war: one shared wall both sides contest. This is not the same system as a ranked war.
Wiki rules
Combat numbers follow Territory (wiki). Early discharge follows Hospital / Outside Hit. “Alliance” and “fake wall” are player diplomacy on top of those systems.
Claim and hold blocks
- New presence starts on the outskirts (sector 7). From there factions claim / assault adjacent blocks.
- With no territories yet, you can start only one assault (on a sector 7 block).
- You need at least 10 members, and free room in faction Territory upgrades (control cap scales with upgrades, up to 17 territories).
- Held territories pay daily respect. Racket territories also pay a daily resource.
- Lose or abandon your last territory → 72 hours before claiming sector 7 again. Lose a war on a block → 72 hours before you can assault that same block again. Extra 90-day / 72-hour rules apply on the live map.
Fight the wall score
When a territory is assaulted, one shared wall appears (5-30 slots depending on the territory). Both factions fight over the same slots.
- Every second a member spends on the wall scores 1 for their faction.
- Assault pushes that score toward 50,000 × slots (so 250,000-1,500,000) within 72 hours.
- Defend spends time on the wall to pull the score back toward 0 and run out the clock.
- Join an empty slot for 5 energy. Fastest theoretical win cited on the wiki: 14 hours (full wall scoring nonstop).
- War starts with strongest available defenders auto-joined onto the wall.
Wall score calculator
Goal
500,000
To win
400,000
ETA @ current hold
22.2h
18,000/hr
Fits in clock?
Yes
Estimate time-to-goal from slots occupied and score rate.
| Action | What happens |
|---|---|
| Join empty slot | Costs 5 energy. Sit and tick score for your side. |
| Knock someone off | Force them out of Okay (hospital or jail). Hospital time removes them - not merely winning the fight before Leave/Mug/Hosp. |
| Replace on knock-off | If you were not on the wall and you remove someone via combat, you take their slot. |
| Clear while already on wall | That slot is reserved for your faction for 60 seconds. |
| Outsider hits a waller | Short 60s slot cooldown your faction can reclaim. |
| Travel / hosp yourself / leave Okay | You drop off the wall and must rejoin. |
| Side | Win condition | Member focus |
|---|---|---|
| Assault | Reach 50,000 × slots within 72 hours | Occupy slots, clear defenders, rejoin after knock-offs |
| Defend | Keep that score from finishing; pull it toward 0 until time expires | Occupy slots, clear attackers, keep the wall contested |
- Members who joined the faction after the war started cannot join that wall.
- Hitting someone on the wall is a war hit → 2× respect (Chaining).
- Assaults can end early with a peace treaty (trade between members with territory permissions).
- Empty slots score for nobody. A weak body on the wall still costs a full attack (~25e) to clear and still ticks score.
Use neighbors and fake walls
There is no coded Alliance system. When players say alliance, neighbor, or NAP, they mean an informal deal between faction leaders.
- Common deals: leave each other’s owned blocks alone, or run a friendly / fake wall for farming and early-discharge use.
- Ranked war opponents are matchmade after you enlist - alliances do not pick your RW opponent.
- A fake wall uses the same score rules as a real war. Follow faction rules for who sits and who clears.
- Removing someone from a territory wall is a war-related attack and pays 2× respect.
Follow leadership
If your faction has neighbor or farm-wall agreements, do not assault or grief those walls unless leadership says so. If they call a wall real, treat it as real.
Use early discharge
Short checklist. Full rules: Outside Hit / Hospital.
- Confirm your faction is in a Territory or Ranked war (ED only matters then).
- Know the difference: hits from your war opponent are inside hits (no ED). Hits from everyone else can be outside hits.
- Outside hit = Leave/Mug/Hospitalize from someone interfering in a war they are not part of (Arrest does not count).
- After excessive outside hits in the last 24 hours - at least as many outside hits as you have members, minimum 20 (Fallen excluded) - mitigation turns on.
- Then an outside hosp lets a non-recruit leave hospital for free from the hospital page (no med item, no revive, no medical cooldown). Icon changes when eligible.
- Life returns to whatever it was before that outside hit.
Farm walls and ED
A farm wall keeps a territory war live so outside-hit rules can apply outside ranked-war weeks. Opponent hits on that wall still give 2× respect, not ED.
Play your part
- Read Discord / chat: which territory, assault or defend, real vs farm, and any hit/clear rules.
- Join an Available slot if ordered (5e for an empty slot).
- Stay available to rejoin after clears. Do not travel off the wall unless told.
- Clear enemy wallers when ordered; leave farm-wall partners alone unless the farm script says otherwise.
- If ED is available after an outside hosp, use it instead of burning meds.
- Self-hosp / turtle still applies when holding cash - Blood bags.
Compare to ranked wars
| Territory war | Ranked war | |
|---|---|---|
| Goal | Fill or deny wall score (50k × slots) in ≤72h | Hit lead-target respect margin |
| Main action | Occupy / clear shared wall slots | Attack for respect / chain |
| Early discharge | Outside hits during TW can unlock ED | Outside hits during RW can unlock ED |
| Browse on W3B | Territory wars | Ranked wars |
Factions often run both in the same week. Chain detail: Faction chaining. Ranked prep: Ranked wars for beginners.
Do this
- Confirm real vs farm and assault vs defend.
- Join a wall slot (5e empty) and stay ready to rejoin.
- Clear only on orders; know 2× wall respect and chain holds if your faction is chaining.
- If outside-hit into hosp with ED up, use the hospital free leave.
- Ask before you hit another faction’s wallers “for fun.”
Sources
Related guides
Faction · Ranked Wars
Faction Chaining
Chain timer and cooldown, bonus hits, unlock costs, respect multipliers (FF, war, retal, mug), stacking, and ranked-war chain rules.
Ranked Wars
Ranked Wars for Beginners
Enlistment, Lead Target scoring, decay, Xanax stacking, termed vs untermed fighting, and cache rewards for ranked wars.
Medical · Safety
Blood Bags and Blood Types
Learn your blood type by filling an empty bag, read the compatibility chart, stock heal vs hosp bags, and link out for trading self-hosp.
Safety · Stocks
Keeping Your Money Safe
Decision tree for where to park cash: ghost trades, banks, vaults, stocks, and points, plus the after-sale stash ritual.