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Territories · origen_ilegalv2

The territory system lets gangs compete for control of defined map zones using a reputation model. Reputation is earned through physical presence, drug sales, and graffiti — and slowly decays when a gang is absent.


How control works

  1. A gang accumulates reputation in a territory over time.
  2. When reputation reaches MinRepToCapture and no other gang has a higher reputation, the territory is captured.
  3. Captured territories provide passive income to the owning gang every interval.
  4. After capture, a stabilization window prevents re-capture for a configurable number of hours.

Presence system

Gang members physically inside a territory zone earn reputation on a repeating cycle.

luaconfig/territories.lua (Presence)
Presence = {
    Enable              = true,
    CheckInterval       = 15,      -- minutes between reputation cycles
    RequiredTimeInZone  = 8,       -- consecutive minutes a member must be inside
    MinPlayersRequired  = 2,       -- minimum same-gang members in the zone
    ReputationPerCycle  = 3.0,     -- base rep awarded per cycle
    MaxPlayersCount     = 5,
    ScaleWithPlayers    = true,    -- more players = more rep
    BonusPerExtraPlayer = 0.5,     -- +0.5 rep per player above the minimum
    MaxDistanceFromCenter = 150.0, -- meters from territory center to count as "present"
}

Decay

When no gang member is present in a zone, reputation decays automatically.

lua
DecayWhenNoPresence = true,
DecayAmount         = 0.15,  -- rep lost per tick
DecayInterval       = 20,    -- minutes between ticks

At the default values, an undefended territory at 100% reputation takes roughly 9 days to fall to zero.


Drug sales reputation

Selling drugs inside a territory earns bonus reputation for the selling gang (and penalties for the owner if you're an enemy).

luaconfig/territories.lua (DrugSales)
DrugSales = {
    Enable               = true,
    ReputationPerSale    = 1.5,
    OnlyInGangTerritory  = false,  -- false = rep anywhere, not just own territory
    MaxSalesPerHour      = 8,
 
    BonusForOwnTerritory    = 1.5, -- multiplier when selling in your own territory
    PenaltyForEnemyTerritory = 0.5, -- multiplier when selling in enemy territory
 
    MoneyInEnemyTerritory = 1.35,  -- +35% money for the risk
    MoneyInOwnTerritory   = 0.75,  -- -25% money on home turf
 
    PenaltyToEnemy           = 0.3,   -- rep loss for the owner per enemy sale
    NotifyOwnerOnSale        = true,
    NotifyOwnerCooldown      = 300,   -- seconds between owner notifications
}

Passive income

Gangs that control a territory earn money automatically.

luaconfig/territories.lua (Rewards)
Rewards = {
    Enable           = true,
    Interval         = 30,    -- minutes between payouts
    MoneyPerTerritory = 500,  -- money per controlled territory per payout
    NotifyGang       = true,
}

Capture rules

luaconfig/territories.lua (Capture)
Capture = {
    MinRepToCapture          = 40,  -- minimum reputation to become controller
    MaxTerritoriesPerGang    = 5,   -- 0 = unlimited (home base excluded)
    CaptureGangCooldownHours = 24,  -- hours to wait between territory captures
}

Additional global settings:

SettingDefaultDescription
ThreatThreshold60% dominance below which a threat alert fires
StabilizationHours2Hours territory is locked after ownership changes

Death penalty

Gang members who die inside an active enemy territory lose reputation.

lua
DeathPenalty = {
    Enable          = true,
    ReputationLoss  = 1.5,
    PlayerCooldown  = 600,  -- seconds before the penalty can trigger again per player
}