Basic Information
Read about it at the devblog.
You must be a member of a gang to participate in gang warfare, and enter PvP from the gang warfare screen. A few combats after you have joined PvP you will begin to find encounters unique to gang warfare, including fighting simulacra of other players for old coins, and all the special encounters detailed below.
When fighting other players, you will fight copies of them that use techniques from their current deck to fight against you, but the copies' stats(?) and effects are based on their last PvP fight/patrol(/agenda encounter?). The number of copies of a player in an area is dependent on how many PvP-battles/patrols the other player has had. A particular copy's HP persists after a fight, so you can defeat a very tough opponent by attrition. This may take several fights, however, because each fight a random copy is pulled from the pool of patrollers. On your next fight, you might get a different, potentially unhurt copy as your opponent.
When defeated, copies of other players give old coins and stats equal to their "level". What this means is if you are fighting an easier opponent, they may only give 4 xp after a fight and have a limit of dropping 4 old coins. With a stronger opponent, they may give 8 xp and a maximum of 8 old coins. Very preliminary spading on this "level" shows that level appears to be approximately
, where n is a character's average buffed stat. There does seem to be a small range in the number of coins they drop (someone confirm?), and it should also be noted that the reward will either be within this range or not appear at all - a powerful player may give 0, 6, or 7 coins each combat.
Controlling Areas
There are four areas that gangs fight over: Southside Park, the Waterfront (on The Docks), the Dockside Sewers, and The Quad. To take control of an area, gang members must leave five copies of themselves to patrol it. You will then control the area until one of your patrollers is defeated. If another gang currently controls the area, you will clear out one opposing patroller for each drawn fight, or clear out an enemy patroller and leave a copy on patrol for each victorious fight. If you have not yet reached five copies patrolling after clearing out all opposing patrollers, you will receive noncombat adventures that allow you to leave a copy. Gangs may opt to have up to ten patrollers by choosing the Security agenda. A gang with ten patrollers has "complete control" of an area.
Rewards
Each area grants specific rewards for the gang that controls it. Taking control of an area unlocks these rewards for the rest of the day (until rollover), even if your gang later loses control of the area.
| Southside Park | Special encounter unlocks back room of Little Eddie's |
| Waterfront | Special encounter that gives you crates of items |
| Dockside Sewers | Can plant spores and collect mushrooms the next day, or trade with mushroom men |
| The Quad | Encounter drunken challenger and Third Eye hunter. |
Agendas
You receive Agenda encounters when (and only when) you have control of an area. Your agenda for each of the four areas above is determined by your gang leader(s), who can change it at any time.
| Agenda | Description | Effect |
| Drive Demand | Crack down on local dealers to increase demand | Increases sale price of stuff from your Gang Stash. Gives Reflexes XP |
| Scavenge | Gather large quantities of local items | Gives many items and Perception XP; stocks your gang's Scrap Heaps and/or Scrap Pits |
| Security | Make it harder for other gangs to take control back | Gives Will XP Increases number of 'imprinted' guards (up to ten). Provides healing (after ten). |
| Shakedown | Get credits from local businesses | Gives credits and Strength XP, may learn the Throttle technique |
| Vigilante Justice | Fight harder opponents to help the local residents | Special vigilante combats (see below) |
Drive Demand
Whenever you Drive Demand, it increases the profit you get from selling one type of shipment from your gang stash. When you sell a shipment, the demand for that product is reduced to the square root of the previous demand, rounded down.
| Zone | Demands |
| Southside Park | Drugs or Goods |
| Waterfront | Arms or Drugs |
| Dockside Sewers | Arms or Goods |
| The Quad | Curiosities or Drugs |
Vigilante Encounters
Notes
Also see Avatars, Old Coins, and Chance of PvP Encounters.