territories.xml (env/ files)
Purpose
The territory files in the env/ folder define circular zones on the map where specific AI populations can spawn. Each file covers one creature type. The engine reads these to know where on the map that creature is allowed to appear and in what density.
These files do not control whether a creature type exists — that is types.xml. They control where on the map the creature population lives.
Console Path
dayzxb_missions/dayzOffline.<mapname>/env/<name>_territories.xml (Xbox)
dayzps_missions/dayzOffline.<mapname>/env/<name>_territories.xml (PlayStation)
Standard territory files on console:
zombie_territories.xmlwolf_territories.xmlbear_territories.xmlcattle_territories.xmlhare_territories.xmlhen_territories.xmlpig_territories.xmlred_deer_territories.xmlroe_deer_territories.xmlsheep_goat_territories.xmlwild_boar_territories.xml
Connects To
- cfgenvironment.xml — wires these files to the engine via file path references. If cfgenvironment.xml references the wrong path, the territory file is never loaded.
Full Block Structure
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<territory-type>
<territory color="0xffff0000">
<zone name="WolfZone_NW_Forest"
smin="2" smax="6"
dmin="1" dmax="3"
x="3450.0" z="9100.0" r="400.0" />
<zone name="WolfZone_Military_East"
smin="3" smax="8"
dmin="2" dmax="4"
x="7820.5" z="4310.2" r="300.0" />
</territory>
</territory-type>
Field-by-Field Reference
<territory color="...">
A logical grouping of zones for this creature type. The color attribute is used for map visualization in editor tools — it does not affect gameplay. Multiple <territory> blocks can exist in one file.
<zone ...>
One circular spawn zone for this creature type.
| Attribute | Type | What it controls |
|---|---|---|
name | String | Identifier for this zone — used in logs and editor tools. Must be unique within the file. |
smin | Integer | Static minimum population within this zone |
smax | Integer | Static maximum population within this zone |
dmin | Integer | Dynamic minimum spawn count per cycle |
dmax | Integer | Dynamic maximum spawn count per cycle |
x | Float | World X coordinate of the zone center |
z | Float | World Z coordinate of the zone center |
r | Float (meters) | Radius of the zone circle |
smin and smax — Static Population
These define the persistent baseline population the engine tries to maintain within this zone at all times. The engine will actively respawn to keep the zone populated within this range.
smin— floor: the engine works to keep at least this many active in the zonesmax— ceiling: the engine will not exceed this count in the zone
Example: smin="3" smax="8" — the zone always tries to have 3–8 wolves active within it.
dmin and dmax — Dynamic Spawn Count
Controls how many creatures are spawned per active spawn cycle event within this zone. This is per-event, not the total zone population.
dmin— minimum spawned in one eventdmax— maximum spawned in one event
Note: The total population is still capped by smax and the global AnimalMaxCount / ZombieMaxCount in globals.xml.
x, z, r — Zone Position and Size
xandzdefine the center of the circular zone in world coordinatesrdefines the radius in meters — how large the spawn circle is
Effect of radius:
- Small
r(100–200m) — tight, concentrated population cluster - Large
r(500–1000m+) — spread-out roaming population
What Console Admins Typically Adjust
sminandsmax— raise to increase creature density in a zone, lower to reduce it.r— increase radius to give creatures more roaming area.- Adding
<zone>entries — add new spawn zones to expand creature coverage across the map. - Removing
<zone>entries — remove zones to clear creatures from specific areas. x/z— move a zone to a different map location.
Important: cfgenvironment.xml Must Wire These Files
Editing a territory file does nothing if cfgenvironment.xml does not correctly reference it. If you rename a territory file or change its path, you must update cfgenvironment.xml to match. See the cfgenvironment.xml article for details.
Safe Edit Pattern
- Change
smaxfirst and test before adding new zones. - Raise in steps — doubling smax or dmax in one edit can spike population unexpectedly.
- Remember the global cap in globals.xml is the hard ceiling regardless of territory settings.
Common Mistakes
| Mistake | Result |
|---|---|
smin > smax | Engine behavior undefined for that zone |
| Zone radius too small (under 50m) | Creatures can’t roam and bunch at center point |
| No zones defined | That creature type has no valid spawn territory |
| cfgenvironment.xml file path mismatch | File is never loaded, creature type doesn’t spawn |
| Total smax across all zones far exceeds global cap | Extra zones are wasted, global cap enforces ceiling |