BETA 1.9 — CLEAR SIGNAL
HEAR. SIEGE. HOLD.
Only RF received by your MeshGangs collector changes the game. Message content, external network observations, raw signal strength, and outbound traffic never add points.
1 · Score RF
Conversation weighs 3, relay 2, and presence or other valid traffic 1. For each gang, cell, class, and UTC 15-minute epoch, unique packets score weight × min(8, 1 + floor(log₂(n))). All classes together cap at 40 points.
Browser Patrol and verified collectors use the identical curve. Verification adds trust diagnostics and repeater corridors—not influence.
2 · Build a signal field
Every receiver cell projects its still-live epochs through a qualified radius: rings 0–2 use 100%, 70%, and 50%; ring 3 uses 35% after two epochs and two classes; ring 4 uses 25% after four epochs plus three classes or a local qualified repeater; ring 5 uses 15% after eight epochs, three classes, and a local qualified repeater. Values round half-up to quarter-points and cap at 40 per gang, target cell, and epoch.
3 · Claim a district
Ownership begins at 20 raw influence. A neutral claim must strictly lead the runner-up by at least 5 influence and 20%; it lands on the next 30-second pass. Patrol earns breadth only by moving, while Home USB and Wi-Fi remain fixed at their configured home cell. Defenders keep ties.
The 0–100 strength meter is a presentation aid with extra headroom. Raw influence under Details remains authoritative for claims, combat, decay, and rankings.
4 · Hold the field
Influence has a 48-hour half-life and seven-day tail. Owned ground below 20 is marked FADING and neutralizes after 72 continuous hours below the floor. A neutral hole may receive 10 non-cascading support influence only when five of six real neighbouring cells share one owner and that gang still has at least 5 real influence in the hole; support cannot claim or fight and disappears two minutes after its conditions fail.
5 · Reach + claim a repeater
A repeater contributes only after the gang locally hears its exact valid signed advert in two epochs at least 30 minutes apart. It must have a stable Canadian position, be fresh within 24 hours, be unquarantined, and be within 100 km. Each qualifying advert epoch adds 10 at the repeater, 5 in its first ring, and 5 / 2.5 / 1.25 / 0.5 per path cell for links up to 10 / 25 / 50 / 100 km. Sustained local hearing can maintain a corridor; network data alone cannot.
The public repeater claim goes to the gang with the strongest seven-day stream of unique qualified hearing epochs, decayed on the same 48-hour half-life. A gang needs two epochs at least 30 minutes apart; an exact tie leaves the repeater unclaimed. The claim and trace are a map trophy only and create no extra RF points.
6 · Fight a front
Combat uses 100 × ln(1 + effective influence / 100) so very large fields remain attackable. A cell is PRESSURED at 10 challenger raw influence and 50% combat strength, CONTESTED at 20 and 75%, and enters SIEGE when a challenger with at least 20 raw influence leads combat strength by 5 and 10%. Hold that lead for 120 seconds; losing it or changing challenger resets the siege.
7 · Read strength
The public meter is round(100 × (1 − exp(−effective influence / 100))): Weak below 35, Stable at 35–64, Strong at 65–84, and Fortress at 85+. Raw influence remains available under Advanced details. Expansions are neutral claims; only rival takeovers count as Front Captures or battle unread activity.
8 · Control a region
Regional acquisition requires one real direct RF core, at least 25 km² owned, at least 35% of active owned area in that curated region, a lead of 10 percentage points, and the same lead for 120 seconds. The controller persists until another gang qualifies or it owns no active area.
9 · Weekly ranks
Weeks run Monday 00:00 to Monday 00:00 in America/Toronto. National gangs rank by owned km²-hours, true rival Front Captures, distinct direct scoring cells, bounded RF points, then gang name. The launch partial week is a live warm-up and grants no permanent cosmetics; normal awards begin at the next Monday boundary.
10 · Gang HQ defence
Each gang has one public curated-region HQ. Only its exact owned HQ cell may receive the 1.25× defensive multiplier, and only while real Home Wi-Fi or Home USB traffic was heard there within 24 hours. The shield is applied before combat compression; it never projects, stacks, changes RF rankings, or identifies a member or device.
11 · 5-person crews
A gang may have up to 5 operators. Larger crews gain geographic coverage, not a per-packet bonus. Duplicate packets still score once per gang. HQ raids, referrals, and crew missions grant deterministic cosmetics only—never RF points.