Zone Control is the influence game at an FDN: spend Energy / Tokens to fight for who holds a zone and what perks that group gets at the edges of Quickdraw (and maybe Campaign). Parent: The Games (second game after Quickdraw, before Campaign).
Zone Control does not print new currency. You spend Energy to buy influence, not to farm more Energy in a loop.
FDN → spend Energy → hacking minigame → control a zone → tiered boons → tweaks Quickdraw (and possibly Campaign)
Specific hacking games are not built yet; collaborators welcome.
Child spec: Zone Control Boons.
Influence is the reward. If Zone Control also paid Energy or Cat Coins, the economy turns into earn-spend-earn spirals. Design intent:
Full diagram: The Flow of Currency.
Teams may matter for who pools spend and who receives boons. Squad rules are open in Open Questions and the 2027 doc.
See Open Questions on this database row (cost, solo vs group control, decay, contest rules, boon fairness, runaway leaders).