Cartel Empire’s rebuilt Territory War system: sealed fights over map nodes, War Doctrine cartel perks, capped allied aid (including Medics), and Control-based annexes.
See also: Territory Wars (legacy overview) · Cartel Perks
Territory Wars V2 replaces the old wall-slot war with a node theater:
Declare cost, border/contiguity rules, and daily territory benefits still matter — V2 changes how you fight, not the prize of owning land.

War Dashboard > Theater for one territory (example: Zambrana). Base nodes Plaza / Alley / Checkpoint / Rooftop plus placed specials (e.g. Supply Depot, Watchtower). Teal = defender-held, orange = attacker-held; pips = seats filled (0–3). Live status and Capo placement tray sit beside the map.*

Open via Dashboard on an active V2 war. Shows Control 0 / 9,000, held-node counts, your current deploy, and specials currently on the board.

Whoever holds a special gets its effect — even if the enemy placed it. Capos place 1 special by default, or 2 if a special-unlocking War Doctrine tree is rank V, in the first 12 hours.

Attack / Hospitalise from the roster without leaving the theater. Capos mark Focus targets (up to 8). Support badges = allied Medics (triage only, still attackable). War Triage lists same-side hospital patients for this war only.

Cartel > Perks > War Doctrine. Fortification, Blockade, Alliances, Expedition, Reinforcements, Medics, Quartermaster, Signals, Logistics Corps, Engineers, Sappers.
| Node | Role (flavour) |
|---|---|
| Plaza | Central strongpoint |
| Alley | Side approach |
| Checkpoint | Approach choke |
| Rooftop | Overwatch |
| Action | Energy |
|---|---|
| Deploy / garrison a friendly or unheld node | 5 |
| Assault enemy holder (Attack / Hospitalise into the war) | ~20 |
| Redeploy between nodes | 5 (or 3 while your side holds Rally Yard) |
Hold seats are scarce. Assaulting does not require a seat. Large cartels contribute via assaults, flips, rotations, Focus callouts, and triage — not only by camping pins.
| Outcome | Condition | Land | Rewards |
|---|---|---|---|
| Attacker win (annex) | Control >= 9,000 before 72h | Territory transfers; supply lines may break (see below; Bridge Head can change this) | Personal + crates + annex spoils (if not on 7d CD) |
| Stalemate | 72h expires first | Ownership unchanged | Personal + crates (no annex spoils) |
| Defender “hold” | Attackers never hit Control; war ends without annex | Ownership unchanged | Personal + crates (defender outcome = win if aggressor didn’t annex) |
This is not a combat combo or kill streak. When attackers annex a territory, the loser's remaining owned tiles are checked for contiguity on the Bolivia map:
Bridge Head (Sappers special) changes that annex fallout:
When you are already defending 2+ wars, Capos with the Fortification tree can mark fronts (1 slot at ranks I–II, 2 at III–V):
While you are on a war roster (primary cartel member or invited allied aid):
Personal inventory meds still work. Supply Depot (if enemy-held) can cut cartel armory medical for war-roster players while the fight is contested — triage + pocket meds still work.
Path: Cartel > Territory > Dashboard (on an active V2 war), or /Territories/War/:warId/Dashboard.
| Panel | Capo / fighter use |
|---|---|
| Control + clock | See progress / time remaining (72h) |
| Theater map | Deploy, leave node, read node holders |
| Live status | Nodes held, your deploy, Watchtower state |
| Specials | What’s on board + who benefits |
| Place specials | Capo tray (first 12h; 1 special, or 2 at doctrine rank V) |
| Opposing forces | Attack / Hospitalise; Capo Focus (max 8) |
| War Triage | Revive same-side hospital patients |
Focus callouts sort priority targets to the top so the cartel hits the same seats.
All under Cartel > Perks > War Doctrine. These are cartel investments (not member fight-stat passives). How many specials can you place? By default a side can place 1 war special in the first 12 hours of a war. If you rank any special-unlocking tree below to V (Blockade, Quartermaster, Signals, Logistics Corps, Engineers, or Sappers), your cartel can place 2 specials instead. You only need rank V on one of those trees — it is a shared cartel bonus, not one extra slot per tree.
| Tree | What it does | Ladder / notes |
|---|---|---|
| Alliances | Formal bonds with other cartels | 1-5 ally slots by rank. Required for Expedition / Reinforcements / Medics |
| Expedition | Invite allied fighters onto attacking war rosters | Seats 3 / 6 / 10 (shared across allies for that war) |
| Reinforcements | Same for defending wars | Seats 3 / 6 / 10 (cheaper than Expedition at same rank) |
| Medics | Invite allied support (triage only) | Seats 2 / 4 / 6 — separate pool from fighters. No deploy, no Control, still attackable |
Shared limit: at most 5 contributing allied cartels on a war (fighters + medics combined for that cap).
Effect strength uses the holding side's doctrine level (stolen specials still work at unlock baseline). Rank V on any placeable tree unlocks the shared 2nd placement slot.
| Tree | Unlocks / effect |
|---|---|
| Fortification | When defending 2+ wars: fortify 1 front at ranks I-II, 2 at III-V; on-node Def/Agi/HP +15% to +35% (+5% per rank) (see Fortification under section 4) |
| Blockade | I Supply Depot; II Depot lock lingers 5m when the node empties; III Fuel Dump; IV Depot+Fuel linger 10m; V 2nd slot |
| Quartermaster | I Field Clinic (-30% triage energy fixed, +7.5% success); II-V success +3%/rank (to +19.5%); III Safehouse (hosp x0.80 to x0.70 by V); V 2nd slot |
| Signals | I Radio +25/-25; II +27/-27; III Watchtower; IV-V Radio +30/-30; V 2nd slot |
| Logistics Corps | Rally Yard: redeploy 3>2>2>1>1 energy; deploy stays 5 until III (4), V (3); V 2nd slot |
| Engineers | I Sandbag +10%; II-III +15%; III Ambush Alley (+1 flip assault); IV +20%; V +25% + 2nd slot |
| Sappers | Bridge Head assault rep +10/+12/+15/+18/+20%; annex supply-line rules unchanged; V 2nd slot |
| Tree | I | II | III | IV | V |
|---|---|---|---|---|---|
| Fortification | 15k | 24k | 38.4k | 61.4k | 98.2k |
| Blockade | 36k | 57.6k | 92.2k | 147.5k | 236k |
| Alliances | 10k | 16k | 25.6k | 41k | 65.6k |
| Expedition | 20k | 35k | 55k | — | — |
| Reinforcements | 14k | 25k | 40k | — | — |
| Medics | 12k | 22k | 36k | — | — |
| Quartermaster | 24k | 38.4k | 61.4k | 98.3k | 157.3k |
| Signals | 24k | 38.4k | 61.4k | 98.3k | 157.3k |
| Logistics Corps | 20k | 32k | 51.2k | 81.9k | 131.1k |
| Engineers | 28k | 44.8k | 71.7k | 114.7k | 183.5k |
| Sappers | 32k | 51.2k | 81.9k | 131.1k | 209.7k |
Placement rules (all specials):
manageTerritories place during the first 12 hours.| Special | Doctrine | While held |
|---|---|---|
| Supply Depot | Blockade I+ | Enemy war-roster armory medical locked while contested; Blockade II+ lingers when the node becomes empty (5m / 10m at IV+). Enemy capture+hold does not linger — they get the live lock instead |
| Fuel Dump | Blockade III+ | Same for armory drugs / alcohol; linger 10m at Blockade IV+ when emptied |
| Field Clinic | Quartermaster I+ | Same-side triage: -30% energy (fixed), success +7.5% to +19.5% (+3%/rank) |
| Safehouse | Quartermaster III+ | War hospitalizations 20% to 30% shorter (III to V) |
| Radio Tower | Signals I+ | Hold-tick bias +25/-25 to +30/-30 by Signals rank (caps at IV) |
| Watchtower | Signals III+ | Live reveal of enemy deployments |
| Rally Yard | Logistics | Redeploy 3 to 1 energy and cheaper deploy at higher Logistics ranks |
| Sandbag Line | Engineers I+ | +10% to +25% defence on adjacent base nodes by Engineers rank |
| Ambush Alley | Engineers III+ | Enemy needs +1 assault to flip this node |
| Bridge Head | Sappers | +10% to +20% war-assault rep by Sappers rank; on annex changes supply-line break (see Supply-line break under section 4) |
| Role | Can deploy / hold? | Can assault? | Triage? | Land / annex spoils? |
|---|---|---|---|---|
| Member | Yes | Yes | Yes | Yes (primary cartel) |
| Expedition / Reinforcements | Yes | Yes | Yes | No (merc rewards only) |
| Medic (Support) | No | Yes (town PvP / hospitalise) | Yes | No |
Medics who land >=3 successful War Triage revives count as meaningful contributors for personal rewards. Hospitalising enemy Support slows their revive line without giving them Control.
Paid at war end for V2 wars. Showing up matters on win, loss, or stalemate.
At least one of: >=1 assault win, >=1 flip credit, >=30 minutes garrison, or >=3 successful War Triage revives.
| Tier | Quality | Small Medical Kit | Cocaine | Anejo or Repose |
|---|---|---|---|---|
| Small | < 500 | 20 | 3 | 3 |
| Medium | 500–1199 | 40 | 6 | 6 |
| Large | >= 1200 | 60 | 9 | 9 |
Allied home cartels do not receive the crate — only invited players’ personal payouts.
Underdog: your side had fewer rostered fighters than the enemy and the war lasted >=12h > +25% personal/crate pots and stronger annex extras.
Is this my cartel + all allies vs them + all theirs?
No. Aid is invite-only and seat-capped (fighters 3/6/10, medics 2/4/6). Everyone else stays outside the bubble.
Can our whole cartel fight if there are only 12 seats?
Yes. Seats are for holding. Assaults, flips, triage, and Focus scale with roster size. Specials can raise hold seats to 18–24.
Where do I revive?
War Triage on the War Dashboard. Town hospital won’t list war-roster patients for outsiders.
Do I still burn medical items?
Yes, against people in your war. Depot only blocks armory medical for war-roster players while contested.
Can Cartel C hospitalise us to help Cartel A’s war?
Not in a way that feeds that war — sealed roster rules stop third-party interference.
What if nobody is online when they declare?
Formations seed the board. Hold doesn’t race ahead immediately. Respond within 12h of their first deploy or abandoned theater begins.
Can I opt out of my cartel’s war?
No — full members are rostered so the seal works.
Where do Capos set doctrine / formations / Focus?
Doctrine: Cartel Perks > War Doctrine. Formations: Territory / War HQ. Focus: War Dashboard > Opposing forces.
Balance numbers match Territory War V2 v1 constants (72h wars, Medics 2/4/6, Small Medical Kit crate tiers 20/40/60, Control target 9,000).