Industry returns,
during this phase the gangs gain access to the Trade post as guilders return to do business, and the larger territories begin to reopen. From now on gangs can access the legal options at the Trade post. The Black market has yet to truly re-establish itself...
With the larger more affluent territories opening more resources are available and the gangs can now hold a maximum of two territories at a time before having to choose which to discard if a 3rd is won.
With the work being easier to find the wealth of easy recruits has dried up and settlements go back to their usual rules.
Also due to all the extras going on gangs can only claim income from the non base territory once per cycle and will need an uninjured "ganger" to work the territory. Territories/rackets that give a blanket buff in game are also affected by this rule after each game not just the games where income is collected eg Blood pits and Prometheus cache.
Travel has also become easier so the gangs with Brutes can now also issue challenges for territory.
Once the previous phase ends and at the end of this occupation phase a downtime cycle will occur as per the usual dominion rules except only gangs with a gangrating under 1250 receive the usual 250 creds. Gangs with a higher rating may go to their house and roll on the appropriate favours table subtracting their Reputation score from the roll.
Industry returns territories
Refuse Drift, life coin exchange,
Drinking Hole, Gambling empire,
Narco den, Narco distribution,
Smelting works, witch Hunters,
Tunnels, Spire patronage,
Generatorium.
Palatine fortress (Enforcer controlled only)
Gangs with a rating on 1500pts have to spend 5 creds per gang member after each game in expenses as the local populace realise they are becoming wealthy targets..
Gangs with a rating over 2000 have to pay 10 creds per gang member, hangars on are included in these costs.