ElysianZoo Store Wiki

Territory Control

Mia’s empire lives on. Pick a banner and take the city.

Territory Control

The Syndicate didn’t end — it expanded. Territory Control is the map war where your crew takes contracts, stacks influence, and flips zones city‑wide.

Unlock: Drug Den level 3+ (testing). Then run /territory to pick your banner.

Status: Testing phase — gates may shift while Mia tightens the rules.

Short version: finish ops, gain influence, own zones, collect big perks. Long version? You’re here for it.

System map (every moving part):

  • Eligibility gate (Drug Den level requirement).
  • Faction pledge (season‑locked choice).
  • Ops (starter, normal, flash).
  • Influence (your score, your rank).
  • Zones (map control + bonuses).
  • Contested zone (live turf war).
  • Bonuses (faction + zone + dominion, all stack).
  • Announcements (op complete, zone flips, bonus drops).
  • Leaderboards (server + global).
  • Achievements (Territory milestones).

Important: Territory is per server. Your influence, faction, and zones are tracked separately in each server.

Your first run (step‑by‑step)

When you’re eligible and type /territory, you’ll see a short intro and a button called Getting Started. That checklist is your on‑ramp.

  1. Read the intro: quick story, quick rules.
  2. Pledge a faction: pick the banner that fits your style.
  3. Finish Starter Ops: a small set that proves you can move.
  4. Run main ops: the real influence loop begins.
  5. Check Zones: see what your faction owns and what bonuses you unlocked.

If you bounce early: no panic. Your checklist and ops are waiting. Just run /territory again.

Pick your faction

Factions are your family for the season. Each one bends the game in a different direction — loot‑heavy, catch‑heavy, prism‑heavy. Choose the crew that matches your grind.

Example: If you live in packs, pick the upgrade crew. If you want raw catch volume, go catch‑yield.

👑 Crownline

Crownline

Mia's inner circle. Elegant, ruthless, and always one step ahead.

Faction bonus: +20% influence on ops + higher prism boost chance

⚓ Dockshade

Dockshade

Smugglers and rain runners who own the river routes and back alleys.

Faction bonus: +25% catch yield + rare silver pack drops

🛰️ Ghostwire

Ghostwire

Signal thieves and prism splicers. They win wars without firing a shot.

Faction bonus: +20% pack upgrade chance + two prism boost steps

🔥 Emberclaw

Emberclaw

The street enforcers. If a zone flips, they made sure it hurt.

Faction bonus: +12% catch yield + higher double catch chance

Important: Pledging is a season lock. It’s not a casual click — it’s a banner choice.

What you’ll see: a confirm screen with your faction perks and a warning that the choice is locked.

Ops (your contracts)

Op slots

You get 3 active ops per cycle. Finish them to earn influence — your score for the map.

Starter Ops

Your first session is a quick ramp: 2 tiny ops with a 5‑minute timer.

Flash Ops

Finish an op and the Syndicate might drop a flash job. They last 60 minutes and cap at 2 active.

Refresh timer

Ops refresh every 2 hours. The timer is live, so you always know when the next wave hits.

Influence reward

Each op pays out 6–18 influence, plus zone bonuses if your faction controls the right turf.

Streak bonus

Clear every standard op before refresh for a streak bonus (+20 influence + a bronze pack)

Completion callout

When you finish an op, the channel hears about it and your list gets crossed out — clean and visible.

Example op: “Catch 6 animals during rain.” Knock it out, bank influence, move the map.

Progress rules: Op progress only counts while your ops are active. No ops = no progress.

Refresh behavior: New ops appear when your timer ends and you open /territory (or press Refresh). There is no background push.

Common op types (with examples)

  • Catch total: “Catch 6/12/24 animals.”
  • Catch during rain: “Catch 3–10 animals during rain.”
  • Catch outside rain: “Catch 6–18 animals outside rain.”
  • Catch boosted: “Catch 2–4 prism‑boosted animals.”
  • Catch non‑boosted: “Catch 4–8 non‑boosted animals.”
  • Catch fast: “Catch 1–3 animals under 3–5s.”
  • Catch rain fast: “Catch 1 animal under 3–4s during rain.”
  • Catch boosted fast: “Catch 1 prism‑boosted animal under 3–4s.”
  • Catch rarity: “Catch 1–3 Rare+ animals.”
  • Open packs: “Open 1–4 packs.”
  • Games: “Win roulette” or “Save 30+ in Pig.”
  • Trade: “Complete a trade.”
  • Trade (player): “Trade with another player.”
  • Sacrifice: “Offer 20+ animals to ElysianZoo (gift to the bot).”
  • Rain: “Start a Zoo Rain.”
  • Vote: “Vote on Top.gg.”

Note: Op progress counts the action, not the size of the catch. A double catch still counts as one catch toward ops.

Your Territory screen

Progress bars

Your influence bar shows progress to the next rank. A second bar shows the faction race, so you know who’s ahead.

Checklist

Tap Getting Started for a short onboarding tracker (faction → starter ops → first op → first zone).

Zones view

Tap Zones to see live control, zone bonuses, and the reshuffle timer.

Help button

Use Help any time to jump here for the full breakdown.

Tip: If you want to see every bonus you’re currently getting, check the Zones view — it lists owned zones and active perks.

Influence math (in plain words)

Influence is the score that moves the map. Your op reward is adjusted by three layers:

  • Base reward: the influence listed on the op.
  • Influence multipliers: faction/zone/dominion bonuses that boost the base.
  • Zone bonus: a small percent for each zone your faction owns.

Example: Your op lists 12 influence. Your faction gives +20% influence, so the op becomes ~14. If your faction owns 2 zones and the zone bonus is 2% per zone, you get a small extra bump on top. The final total is what gets added to your influence bar.

Zones and flips

Zones are the map. Each zone belongs to a faction and grants a unique perk to every member of that faction.

Every 8 hours, the city recalculates control based on faction influence. Stronger factions claim more zones. When zones flip, the bot announces the changes in your spawn channels.

Contested zone: A live hotspot appears when at least two factions are active. Complete standard ops fast to push the bar. The first faction to hit the target flips that zone instantly.

Contested target: The target scales to the smallest active faction so solo crews aren’t locked out. It’s about 3 ops per active member, then clamped to a floor/ceiling (roughly 3–9) inside a 30-minute window.

Example: If your faction owns Sable Docks, everyone in your crew gets extra chances at the listed pack tier.

🌆 Neon Warren

Neon Warren

+15% catch yield

🪟 Glassline District

Glassline District

+22% pack upgrade chance

⚓ Sable Docks

Sable Docks

Bonus pack chance (gold)

🌿 Gilded Canopy

Gilded Canopy

+10% prism boost chance

🕹️ Sunken Arcade

Sunken Arcade

14% double catch chance

🗝️ Black Gate

Black Gate

+3 prism boost steps +18% op influence

How reshuffle really works: influence totals are ranked, then zones are assigned in a weighted draft. Higher‑influence factions get more slots, not a guaranteed sweep.

How contested really works: if a rival faction completes a standard op, the contested leader can switch and the progress bar resets to that faction’s momentum. Starter/flash ops do not move contested progress.

Dominion bonuses

If a faction controls every zone at once, dominion bonuses turn on for everyone in that faction until the map flips again. It’s rare, loud, and incredibly rewarding.

  • +30% catch yield
  • +22% pack upgrade chance
  • Bonus pack drops (gold pack)
  • Extra prism boost chance
  • +3 prism boost step
  • Double-catch chance
  • +25% influence on ops

Yes, they stack. Dominion bonuses layer on top of faction perks and zone perks.

How bonuses actually work

Catch yield %

Catch yield boosts make extra animals appear. At +10%, about 1 in 10 catches becomes 2 instead of 1. At +25%, it’s closer to 1 in 4.

Example: If you catch 20 animals, +25% means you’ll usually see ~5 extra animals pop in.

Double catch chance

This is a separate roll. If it hits, your catch amount is doubled instantly — even after yield boosts.

Example: A 2‑animal catch can become 4 when the double hits.

Pack drop chance

Some zones and factions add a bonus pack roll on each catch. If it hits, you get the listed tier (or better).

Example: Dock bonuses can drop platinum packs while you’re just catching normally.

Pack upgrade bonus

This boosts your odds of packs upgrading to a higher tier when opened.

Example: A bronze pack has a better chance to climb into silver or gold.

Prism boost perks

Extra prism boost chance makes upgrades happen more often. Prism boost steps mean a single boost can jump multiple tiers.

Example: A two‑step boost can leap a prism from Fine → Rare in one hit.

Influence bonus

Some factions and zones add extra influence to ops. Own more zones and you’ll feel it every completion.

Zone bonus: each owned zone adds about 2% to op payouts.

Stacking order

Faction perks + zone perks + dominion perks all stack. If two perks touch the same stat, they add together.

In‑chat callouts: when a territory bonus triggers, your catch message will call it out (boosted haul, doubled catch, or pack drop).

Ranks & influence

Influence is your territory score. Higher influence means higher ranks and better leaderboard placement.

Example: A new player might hit 80 influence quickly, but later ranks take real commitment. The ladder is steep by design.

  • Street Scout — 0+ influence
  • Block Runner — 80+ influence
  • Lane Captain — 200+ influence
  • District Boss — 400+ influence
  • Quarter Baron — 750+ influence
  • Night Regent — 1200+ influence
  • Shadow Lord — 1900+ influence
  • Glass Empress — 3000+ influence
  • Crownmaker — 4600+ influence
  • City Sovereign — 7000+ influence

Leaderboards

Territory has its own leaderboard. You can view it with /leaderboard and choose Territory from the dropdown.

  • Server: compares players inside the current server.
  • Global: uses each player’s best single-server influence (no stacking).

Translation: You can’t farm two servers to inflate your global ranking — only your best server counts.

Notifications & callouts

  • Op complete: embed in the channel, cross‑out in your list.
  • Starter Ops complete: one‑time confirmation embed.
  • Flash ops unlocked: quick alert when they appear.
  • Zone shift: map‑wide announcement when zones reshuffle.
  • Contested zone: broadcast when a hotspot goes live.

Achievements

Territory achievements track milestones like choosing a faction, completing ops, and reaching top 10. You can see all unlocks in /achievements or the Achievements wiki tab.

FAQ (fast answers)

  • Can I switch factions? Not mid‑season. Choose carefully.
  • Do ops count if I’m offline? No. You need active ops for progress.
  • Do double catches count double for ops? No — ops count the action, not the amount.
  • Do packs upgrade because of territory? Yes, pack upgrade bonuses apply when you open packs.
  • Is contested always on? Only when at least two factions are active.

Pro tips

  • Finish ops every cycle to keep your influence climbing.
  • Rain runs and boosted catches make op progress much faster.
  • Team up with your faction — zone flips depend on total influence.
  • Flash ops are perfect for quick bursts between bigger contracts.
  • Want zones? Show up consistently. The map favors persistence.

Example: one night on the map

  1. 22:05 — You open /territory, accept a flash op, and start a rain op.
  2. 22:10 — Two fast catches finish the flash op. The channel sees the completion callout.
  3. 22:12 — You finish a trade op, earning a zone bonus payout because your faction controls the docks.
  4. 22:20 — A contested zone triggers. Your faction completes three ops quickly, the progress bar swings to your side.
  5. 22:32 — You finish your third op and lock the streak bonus.
  6. 22:35 — The contested zone flips. Your faction earns a new pack bonus for the next 8 hours.

Takeaway: Territory is a loop. It rewards short bursts of focused play, not endless grinding.

Contested zones, explained slowly

Contested zones only appear when at least two factions have active members in the server.

The game picks a zone and sets the target based on the smallest active faction: roughly 3 ops per active member, clamped between 3 and 9, inside a 30-minute window.

Momentum: The faction that completes the most standard ops inside the window wins the flip. If another faction surges, the leader swaps.

Why it matters: The flip is instant, which means you can take a bonus without waiting for the full zone refresh.

Tip: Stack easy ops (trade, rain, pack opens) right before the window starts.

Starter ops (the onboarding contract)

Starter ops are a one-time, low-pressure intro. They teach the loop and finish fast.

  • They only appear once per player, right after you pledge a faction.
  • They have a short 5-minute timer to create momentum.
  • Finishing them unlocks your normal op rotation.

Why this matters: the first session feels like progress, not a grind.

Zone bonuses in real catches

Zone bonuses are meant to be felt, not just read. When a zone perk hits, the catch message will call it out.

  • Yield bonus: you see "+1" on a catch more often.
  • Pack bonus: a pack drops right after a catch.
  • Prism bonus: a prism boost chain jumps tiers.

Example: A base catch of 1 becomes 2 with yield. Then a prism boost lands, doubling again. You suddenly bank 4 from one message.

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