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Overview
Turfs are zones on the map that factions can control. Owning a turf gives your faction income from businesses inside it and shows your faction's color on the map. Turfs can be taken over by rival factions through a takeover process that requires multiple faction members to be present in the zone.
There are two main categories of turfs: regular turfs and war turfs. Regular turfs are always visible and can be taken at any time (with some nighttime restrictions). War turfs only appear during an active faction war and are restricted to specific hours.
Turf Types
Turfs can have a special type that gives extra benefits or restrictions.
| Type | Description |
|---|---|
| Normal | Standard turf with no special properties |
| Lead | Owning faction or alliance gets access to lead resources |
| Metal | Owning faction or alliance gets access to metal resources |
| Gun Loading | Allows loading guns at a reduced price ($285,000) if your alliance owns it |
| Bullet Crates | Allows loading bullet crates if your alliance owns it |
| Gun Crates | Allows loading gun crates if your alliance owns it |
| SA Bank | Can be taken by law enforcement factions |
| SA Weapon Factory | Can be taken by law enforcement factions |
| War | Only visible and takeable during a faction war |
Taking Over a Turf
To start a turf takeover, stand inside the turf zone and use /turf, then select "Take over" from the menu.
Requirements
| Requirement | Value |
|---|---|
| Minimum members (normal turf) | 5 |
| Minimum members (special turf) | 8 |
| Takeover duration (normal turf) | 4 minutes |
| Takeover duration (special turf) | 6 minutes |
| Faction must be official | Yes |
| Must use the launcher | Yes |
Reasons a Member Can Be Removed
Members are automatically removed from the takeover if they:
- Leave the turf zone
- Enter a building or interior
- Die
- Leave the faction
- Go below or above the turf's height limits
- Enter/surf a plane, helicopter, or train
- Are not using the launcher
- Are in or surfing a vehicle driven by a non-launcher user
Nighttime Protection
Between 00:00 and 12:00 (midnight to noon), you can only take over a regular turf if the owning faction has at least 3 non-AFK members online. This does not apply to unowned turfs, government-owned turfs, or war turfs.
Cooldowns
After a turf changes hands or a takeover is defended, there is a cooldown before it can be attacked again.
| Situation | Cooldown |
|---|---|
| Successful takeover (normal turf) | 3 hours |
| Successful takeover (special turf) | 6 hours |
| Successful takeover (war turf) | 5 minutes |
| Defended takeover (normal turf) | 1 hour |
| Defended takeover (war turf) | 5 minutes |
Faction Points
Factions earn faction points (f-points) for turf-related actions.
| Action | F-Points |
|---|---|
| Successful takeover (normal turf) | 20 |
| Successful takeover (special turf) | 40 |
| Successful takeover (war turf) | 0 |
| Defending a turf (normal turf only) | 15 |
Income from Turfs
Owning a turf generates passive income for your faction through business tax. Every payday, businesses inside your turf pay a 5% tax on their hourly income directly to your faction's bank.
When a turf is successfully taken over, the tax rate for all businesses inside it is automatically reset to 10%. Faction leaders (tier 0) can adjust the tax rate for individual businesses or for all businesses in a turf using the /turftax command. The tax rate can be set between 0% and 10%.
/turf and selecting "View Information."Giving a Turf
Faction leaders (tier 0) can transfer ownership of a turf to another official faction using the /giveturf command. The receiving faction's tier 0 leader must be online and accept the offer within 1 minute using /accept turf.
War Turfs
War turfs are special turfs tied to a faction war. They follow different rules from regular turfs.
| Setting | Value |
|---|---|
| Active hours | 16:00 to 18:00 (4 PM to 6 PM) |
| Cooldown after takeover or defense | 5 minutes |
| Income per minute (death fees to opposition) | $50,000 |
| Fee notification interval | 8 minutes |
War turfs are only visible to factions participating in the same war. Owning a war turf does not earn f-points, but it adds death fees to the opposing faction every minute. These fees count toward the war's financial totals and can trigger the end of a war.
/togwarturfs to toggle the periodic death fee notifications on or off.Commands
| Command | Description |
|---|---|
/turf | Opens the turf menu (view info, see represented factions, start takeover) |
/turftakeover | Alias for /turf |
/traceturf <turfid> | Places a checkpoint at the center of the specified turf |
/tt <turfid> | Alias for /traceturf |
/giveturf <factionId> | Transfers your turf to another official faction (tier 0 only) |
/turftax <0-10> | Sets the tax rate for all businesses in the turf you are standing in (tier 0 or head admin) |
/turftaxall <0-10> | Sets the tax rate for all businesses in all turfs your faction owns (tier 0 or head admin) |
/togwarturfs | Toggles war turf death fee notifications |
