Gang Wars
Take the ground. Pay to keep it. Give the whole gang an edge.
Open Gang Wars to see the city map, even before joining a gang. A held district gives its gang the bonus on its card. Taking it requires a crew; keeping it costs upkeep and attracts police heat. The Docks district is a dealer-sale bonus, separate from the daily boat exchange.
Your leader or heir chooses the district, seats the garrison and declares the attack. Members can contribute their own cash, bullets and $CRIME. Read the district panel before committing: the allowed roles, eligible members, current owner and next battle are shown there.
When the ground opens
Every district needs at least 2 qualifying fighters. A full crew performs better. Roles measure different stats or driving skill, and the panel shows who can take each seat. One member cannot hold several garrison seats at once. Training and a balanced roster matter more than throwing money at an empty crew.
A gang normally holds two districts. Holding Precinct Hill raises that cap to four. Losing the hill can force extra ground to be released; choose your holdings with that risk in mind.
Supply and battle deadlines
Useful supply boosts crew strength, up to +80% with every supply leg filled. Bullets, cash, gang cars and $CRIME each have a cap; spending past a cap cannot buy a stronger crew. Committed resources are consumed. Cars come from gang storage; personal supply comes from the member contributing it.
Attacks resolve at a Crime City day rollover, with at least six real hours to respond. The district shows the exact deadline. Several attacks on the same district queue in order, with at most one battle per rollover. Commitments close at the deadline; settlement then produces a battle report. A tie goes to the defender.
Battle reports show both crews, useful supply and the result. Meaningful contested battles also award gang contribution points for crew participation and useful personal supply, subject to daily limits. Gang cars do not earn personal credit. Free practice fights and excess spending do not farm points.
Upkeep, heat and raids
Holding territory bills the gang treasury at rollovers. Higher tiers cost more and gain heat faster. A district without enough treasury funding or eligible defenders can be lost. Check the upkeep figure and garrison status before buying more ground.
A Fixer is a support seat for managing heat, not another fighter. Gang Legal Team upgrades also slow heat gain. The leader or heir can pay heat down with treasury cash or gang $CRIME; the panel quotes the cost for that tier. Police attention weakens the held bonus as shown below.
At Raid heat, the police take the district back to neutral at the next rollover unless you pay its heat below the raid threshold first. The raided gang is kept out for 4 Crime City days. A newly captured district has 2 Crime City days of capture protection and heat grace. Owning ground does not guarantee an uninterrupted buff.
Can I see Gang Wars without a gang?
Yes. You can inspect the map during an active season. A gang is needed to field a garrison, attack and hold territory.
Does taking the Docks district unlock the daily boats?
No. The district gives a dealer-sale bonus. The daily Docks exchange has its own availability and seasonal pass.