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Event — Territories

A Territory is a circular zone on the map that teams can capture by standing inside it. Think capture-the-flag, but static — the zone stays in place, and ownership changes as teams come and go.

Once a team owns a territory, it generates points for them at a regular interval — every minute, every five minutes, whatever you configure. If another team walks into the zone and tries to take it, the two teams are pulled into a quick minigame duel to decide who keeps it.

You can place as many territories as you want across the event area, each with its own size, capture time, and scoring rate. They live alongside your normal challenges — players can play challenges and contest territories in the same event.

Events list → click event name → Territories tab

  • Role: Event organizer
  • Event state: The event must be stopped to create, move, edit, or delete territories. While the event is running, the tab becomes read-only.

The tab is a split view: a list of territory cards on the left and a live map on the right.

  1. Click anywhere on the map. A new territory appears at that point, auto-named Territorio 1, Territorio 2, and so on.
  2. The territory is drawn as two concentric circles:
    • Inner circle (capture radius) — the area where players must physically stand to capture.
    • Outer circle (influence radius) — the area where any nearby challenges get auto-linked to this territory.
  3. A card for the new territory appears in the left-hand list. Edit its fields directly in the card — changes save automatically.
  4. To move a territory, drag it on the map.
  5. To delete one, use the trash icon on its card.
  6. To clear everything, use Delete All at the top of the list.

Each card has inline-editable fields. There’s no “Save” button — fields commit as you change them, and a green ✓ marker briefly appears next to the card to confirm.

FieldRangeWhat it does
NameTextThe territory’s display name. Shown to players on the map. Defaults to Territorio N.
Capture Radius1 – 10000 mThe inner ring. A team must stand inside this radius to capture. Smaller = harder, more precise.
Influence Radius1 – 10000 mThe outer ring. Any challenges placed inside this circle get auto-assigned to the territory (so capturing it is rewarded by also clustering challenges around it). Must be ≥ capture radius.
Time Required to Capture1 – 3600 sHow long a team must stand in the capture radius continuously to claim an unowned territory.
Can be recapturedOn / OffIf off, once captured the territory is owned for the rest of the event. If on, rival teams can challenge ownership.
Recapture Cooldown0 – 3600 sOnly visible when Can be recaptured is on. After a successful capture, the territory is “locked” for this many seconds before it can be contested again.
Points1 – 1000How many points the owning team earns each tick.
Frequency10 – 3600 sHow often the points tick fires. Minimum 10s (the server tick rate). For a slow drip, set 60s (one tick per minute). For fast scoring, set 10s.
  • Click empty area → place a new territory.
  • Drag a territory → reposition it.
  • Center-on-map button (crosshairs icon on a card) → snap the map view to that territory.
  • Drag a challenge pin → reassign it to whichever territory’s influence circle it lands in. The card’s challenge count updates instantly.

Any challenge whose GPS position falls inside a territory’s influence radius is automatically linked to that territory. The card shows the live count: N challenges. If you move a territory or change its influence radius, the system reassigns nearby challenges in the background.

A challenge that doesn’t fall inside any influence radius stays unlinked — it’s a normal standalone challenge.

Capture mechanics — what actually happens in play

Section titled “Capture mechanics — what actually happens in play”

When a team walks into the capture radius:

  1. If the territory is unowned: a capture timer starts (length = Time Required to Capture). The team must stay inside the radius until the timer hits zero. Leave the radius → the timer resets.
  2. Collaborative capture: if multiple same-alliance teams are inside the radius at the same time, the timer advances faster — each extra teammate adds +1 to the per-second progress. Two allied teams capture twice as fast; three, three times as fast.
  3. If the territory is owned by another team: the system triggers a fight — both teams are pulled into a minigame duel. The winner takes (or keeps) the territory.
  4. Recapture cooldown: if Can be recaptured is enabled, after a successful capture or fight, the territory is locked for Recapture Cooldown seconds before it can be contested again.

When two teams clash over a territory, the server picks one of three minigames at random:

GameFormat
Rock-Paper-ScissorsTurn-based, best of 3. 10 seconds to pick each round.
Tug of WarReal-time, 60 seconds. Both teams tap as fast as they can. Most taps wins. Ties go to the defender.
Bomb FieldPhased. 15 seconds to hide 2 bombs on your own 4×4 board, then teams alternate picking tiles on the opponent’s board (10s per turn). Hit a bomb → you lose.

Both teams must accept the fight within 60 seconds. Declining or timing out counts as a forfeit.

For each owning team, points accumulate independently per territory. The total score gain from territories is added to the team’s main score and is visible in the live ranking. After the event, the breakdown by team and territory is available in Results.

  • You cannot edit territories while the event is running. The tab becomes read-only as soon as the event starts.
  • Capture Radius ≤ Influence Radius is enforced. If you try to save a larger capture radius, you’ll see a validation error.
  • Minimum frequency is 10 seconds — this matches the server’s scoring tick. Anything faster wouldn’t reliably fire.
  • Deleting a territory unlinks any challenges that were assigned to it (they become standalone challenges again) and clears its scoring history.
  • Delete All wipes every territory in the event and resets all territory-point totals to zero. This cannot be undone.
  • Territories work in any event format (indoor, outdoor, hybrid). They rely on GPS, so outdoor events give the most reliable capture detection.