[INTEL BRIEFING: CAPTAIN’S CODEX] SUBJECT:
Reading the Street (A Guide to Turf Psychology)
Get this straight, Captain. Turf in this city isn’t just a square on a map you own. It’s a living, breathing animal. It has a pulse. It needs to be fed, and if you stop feeding it, another predator will come along and tear it from your hands. The food it eats is your presence, and its language is written in light on the walls.
The Language of the Walls: Glowing Graffiti
The walls of The Bastion are a living canvas, a war journal that’s never finished. The glowing graffiti you see isn’t just art; it’s a statement. When your crew burns its tag into the concrete with illegal light-code, you’re not just marking a border. You’re making a promise of violence to anyone who dares cross it. A fresh, bright tag is a sign of a strong, active crew. A tag that’s been crossed out or painted over is a declaration of war. Reading the walls is reading the pulse of the street-level conflict.

The Psychology of Presence: The Living Map
Turf is earned by bleeding into it. The city’s map is alive, and it responds to your crew’s heartbeat.
- Presence is Power: Your faction’s constant activity in a zone—running jobs, making deals, starting stories—creates an aura of control. The system recognizes this. An active, vibrant territory becomes psychologically yours. Locals know your faces, rivals see your strength, and your influence sinks into the very concrete.
- A Vacuum is an Invitation: Leave your turf unattended, and it gets sick. The pulse fades. An empty territory feels weak, and weakness in this city is an invitation for predators. Rivals will see the vacuum and move in, chipping away at your control until your name is just another faded tag on the wall .
The Veins of the City: Turf in The Bastion
Inside the walls, the war is vertical and vicious. You’re fighting for the tangible resources that keep a faction alive: a block of tenements that pays protection, a smuggling route through the lower tunnels, or control over a black market like Spinal Tap. Every alley, every bar, every street corner is a potential asset worth killing for.
The Edge of the World: Turf in the Wastes
Outside the walls, the game changes. You’re not fighting for tenements; you’re fighting for life itself. A piece of turf in the Amber Wastes might be a ruin rich with old-world tech, a cave system where a rare, Blight-resistant fungus grows, or one of the few sources of clean, untainted water. Control here isn’t just about profit; it’s about holding the resources that allow your people to survive another week in the cold.
[TRANSMISSION END]