We've been using real-world map data since the start. OpenStreetMap feeds us roads, water, parks, and building footprints when you pick a territory. What changed this week is how completely we use it.Previously, when the game loaded neighborhood data from the source, it mostly ignored it. The district names you saw were placeholder labels we generated ourselves: SectorC5, SectorD3. Functional, but they had nothing to do with where you were actually playing.Now they do. When you pick a territory, the game reads the real neighborhood names from the map data; University Park, Boca Del Mar, Coral Springs, whatever is actually there and uses those as the names for your districts. The gangs don't care about zip codes, and neither do we: your territory might span three real neighborhoods, and the faction that controls it names it something else entirely. But the underlying geography is real. If the map says you're in Delray Beach, you're in Delray Beach.The labels show at mid-zoom as quiet background text small, semi-transparent, not something that competes with the actual game. They're there to orient you, not announce themselves. And when two labels would overlap at a given zoom level, the more important one wins and the other is dropped. City names beat neighborhood names; neighborhood names beat hamlet names.We also fixed the way neighborhood data was classified during the map-build step. There was a bug in the parser where the place data was technically being read but never making it into the output. The fix was straightforward, but the effect was that the previous version was silently ignoring all the real name data it was being given. That's been corrected.
The first real street-control mechanic is in.The idea is simple: you place a corner — a deal zone on the map; and that corner starts doing work. Addicts route to it. Dealers work out of it. Revenue accumulates. And because rivals can see it, it becomes a thing they can contest.You place corners from the Territory panel on the left sidebar. Place mode lets you click anywhere on the map. Remove mode lets you click an existing corner to take it down. The orange circles on the map show your corners and rival ones. If a section changes hands to a rival faction, they set up their own corner there automatically.The drug corner is not a building. It's not a location you own on paper. It's an active presence on the street — something you're asserting, not just registering. When rivals contest a section your corner is in, it's contested. When they take it, your corner doesn't disappear; the section now has their operation and yours fighting over the same ground.Revenue from each corner is tracked separately. You can see which corners are earning and which are quiet. Quiet corners in contested sections are worth watching.
Drug corners tell the city where you're operating. Turf push tells your crew where to be.From the Territory panel, you can mark any district as a push target. Your gang members drift there when they don't have a higher-priority task. Rivals holding a push-target section generates Director pressure faster because you're actively trying to take it and they're resisting.Mark and remove are two separate buttons, same pattern as corners. The map layer toggle in the layers panel shows and hides the green highlight over push-target sections. The state saves with the game and comes back when you load.The intent is to give you a way to concentrate force without micromanaging individual crew members. If you mark the south blocks as push targets before a rival faction is expecting pressure, your crew will be there when something kicks off, not scattered across the map running errands.
Thresher