01 / Conflict
How the protest begins
An eligible patrol launch check has a five percent chance to trigger dissent when Cortex and a player society both have available players in Gravesend. A saved cooldown keeps at least seven real days between dissents. This is not a constantly available repeatable street event.
One crowd appears on a ground-level town street. It remains in place and does not attack bystanders. Announcements and the dissent command report the location and coordinates and time remaining.
patrol dissent- Check the active protest and its location.
attack crowd- Target the dissenting crowd where permitted.
02 / Conflict
The objective and payout
Player societies must keep the crowd alive for 30 real minutes. Combat does not extend the deadline. Reducing its defenses to zero knocks it out and suppresses the protest.
A successful protest gives each valid player society 1,000 resources worth $10,000 even when its members are offline. Failure awards Cortex 10,000 resources worth $100,000. Core and NPC factions do not receive the society reward. The result pays once.
A restart or administrative removal cancels the active protest without a payout. The seven-day cooldown remains.
03 / Conflict
Enforcement changes locally
An active dissenting mob in either combatant's room suppresses enforcer arrivals. Public-response squads withdraw when their attacker enters a dissent room. That is a specific event rule rather than a permanent safe zone. Dissent and the new public response do not operate in the nightmare or deep nightmare.
Source notes c5dfe60
Repository edition reviewed 2026-09-19. The running game may differ.