Version 2: Territories
Oct 26, 2026. Fact check and copy edit (wiki audit, 2026-10-26)
Changes from the page now
- Summary
Territory in Polandball Go: map squares on the real world, how they worked before 5.0, the Heartland, Frontier and Wilds, the four ways to take land, spoils, and inactive players.Territory since update 5.0: one Land per player with a Capital, settlement tiers, Reach, cities, taking land, and sieges.
- Removed: Territory is the part of Polandball Go played on the real-world map. The map is divided into squares, and players hold squares by walking onto them, claiming them with tokens and winning them in battle. Since patch 5.0, "Capitals & Cities", released on October 15, 2026, all of a player's squares form a single **Land** built around a **Capital**.
- Added: Territory is the part of Polandball Go played on the real-world map. Update 5.0, Capitals and Cities, arrived on October 16, 2026. Since then your squares form one **Land** with a **Capital** at its center.
- {{balls: 292:0=Spanish Empire, 127:0=Russian Empire, 345:0=Holy Roman Empire}}
- Removed: This page covers the ground itself and how land changes hands. Settlements, guards, cities and sieges have their own page, [Lands, Capitals and sieges](wiki:lands-capitals-and-sieges).
- Removed:
- Removed: ## Before 5.0
- Removed:
- Removed: Territory used to be a scatter of separate squares, sometimes called cells. Walking onto a free square claimed it, and a player could place a defender on a square they held. The leaderboards counted territories per player and per alliance, with regional boards for Global, North West, North East, South West and South East.
- Removed:
- Removed: Patch 5.0 replaced the scatter with one Land per player. Existing territory was converted automatically, with 72 hours of Founding Peace for every Land and one free Capital move for each player; the details are on [Lands, Capitals and sieges](wiki:lands-capitals-and-sieges). Territory fights need app version 5.0 or later.
- Removed:
- Removed: ## The ground
- Removed:
- Removed: Every settlement controls the ground around it, called its **Reach**. How strongly a square is defended depends on where it sits:
- Removed:
- Removed: - **Heartland**: the 3×3 block around a settlement's seat. The garrison fights here at full strength.
- Removed: - **Frontier**: the rest of the settlement's Reach. The garrison fights at 85%.
- Removed: - **Wilds**: everything outside every Reach. A square in the Wilds is held by a single Militia defender at 70%.
- Removed:
- Removed: The size of a Reach grows with the settlement's tier, from 3 at a Hamlet to 10 at an Imperial City. The full table is on [Lands, Capitals and sieges](wiki:lands-capitals-and-sieges).
- Removed:
- Removed: ## Four ways to take land
- Added: ## Your Land
- Removed: **Walking.** Walk onto a free square and it's yours. This is automatic, and it can be turned off in the settings.
- Added: Each player has one Land: all their squares, one name, one Capital and one garrison. A Land grows in rank as it gains settlements:
- Removed: **Remote claim.** Spend a **Conquest Token** to claim a free square next to your land without going there.
- Added: - **Homeland** to start.
- Added: - **Dominion** at 2 settlements.
- Added: - **Kingdom** at 4.
- Added: - **Empire** at 6.
- Removed: **In-person attack.** Attack another player's square while you're there. It's a duel to 3 KOs, like a PvP duel, and Auto-battle is allowed. Winning takes a block of land around the square, not just the square.
- Added: A new player places their Capital on the Founder's Road. It starts as a Hamlet on a 9-square plot, with 72 hours of Founding Peace.
- Removed: **Raid.** Spend a Conquest Token to attack a square from anywhere. A Raid can't target a seat, and a win takes only the square you hit.
- Added: ## Reach
- Removed: Attacking a settlement's seat is a different kind of fight, a **siege**, with waves of guards. Sieges are covered on the [Lands page](wiki:lands-capitals-and-sieges).
- Added: Each settlement controls the ground around it, its **Reach**.
- Removed: ## Spoils of an attack
- Added: - The 3×3 around the seat is the **Heartland**. The first guard wave fights there at full strength.
- Added: - The rest of the Reach is the **Frontier**, at 85%.
- Added: - Outside every Reach is the **Wilds**, held by one Militia at 70%.
- Removed: How much land an in-person win takes depends on where the square sits and on how cleanly you won:
- Added: ## Settlement tiers
- Removed: - **Where it sits**: the farther out the square, the more a win can take, up to 9 squares in a Heartland, 25 in a Frontier and 49 in the Wilds.
- Removed: - **How cleanly**: a clean win, losing at most one ball, takes the most; a close win, or a win on Auto-battle, takes one ring less.
- Added: A settlement grows from Hamlet to Village, Town, City, Metropolis and Imperial City. Each tier needs more squares and more Influence. Higher tiers reach farther and hold more guards. A Capital also gives an Influence bonus that rises with its tier, from 5% at Village to 25% at Imperial City.
- Removed: Two more rules apply:
- Added: Guards fight in waves of five. A Town gets a second wave and a Metropolis a third. Empty guard slots are filled by **Militia**, your strongest balls that aren't guarding, at 70%. An Imperial City's Walls add 10% in a siege. Guards can still play PvP, but they can't attack land.
- Removed: - After a loss you can try again in 30 minutes.
- Removed: - After 5 wins against the same player in one day, further wins take only the square you fought over.
- Added: ## Cities
- Removed: ## Inactive players
- Added: Once your Capital is a Town you can found cities. A Town allows 1, a City 2, a Metropolis 3 and an Imperial City 5. A city sits at least 6 squares from your own seats and at least 3 from anyone else's. You can move a seat or your Capital once every 7 days, for a quarter of its tier cost.
- Removed: A player who has been away for **14 days** has their land defended by Militia alone. After **30 days** away, their land becomes Wilds.
- Added: ## Taking land
- Removed: ## Influence and growth
- Added: - Walk onto a free square to claim it. This can be turned off in settings.
- Added: - Claim a free square next to your land from anywhere with a **Conquest Token**.
- Added: - Attack another player's square in person. It's a duel to 3 KOs, and Auto-battle is allowed.
- Added: - A **Raid** spends a Conquest Token to hit a square that isn't a seat, from anywhere. It takes only that square.
- Removed: Land is also how a player grows. Settlements climb tiers by holding enough squares and spending enough Influence, and a Capital boosts its owner's Influence by up to 25%. Clearing the last wave of a siege pays 500 Influence. The numbers for every tier are on [Lands, Capitals and sieges](wiki:lands-capitals-and-sieges), and Influence itself is on [Currencies, shops and events](wiki:currencies-and-shops).
- Added: A clean win, losing one ball or none, takes the most ground. A close win or an Auto win takes one ring less. After a loss you can try again in 30 minutes. After 5 wins on the same player in a day, further wins take only the square you fought over.
- Removed: ## How captures are recorded
- Added: Players away for 14 days are defended by Militia alone. After 30 days their land becomes Wilds.
- Removed: The game publishes land changes in a public feed with four methods:
- Added: ## Sieges
- Removed: - **capture**: walking onto a square, claiming one remotely or winning an in-person attack. The game merged these three into one on October 22, 2026.
- Removed: - **raid**: a Conquest Token raid.
- Removed: - **siege**: land taken in a siege.
- Removed: - **admin**: the game itself moving a square.
- Added: Attacking a seat is a **siege**. You fight its guard waves in order, and your squad's HP carries over from wave to wave. After each wave you choose to press on or retreat. One **Rally** per siege replaces a fallen ball.
- Removed: The feed runs 24 hours behind and its times are rounded to the hour. Since October 22 it no longer says which square changed hands.
- Added: Each wave you clear banks a ring of land. Clearing the last wave **sacks** the seat and pays 500 Influence. A sacked settlement drops a tier, and a sacked Hamlet is destroyed. If a Capital falls, your highest-tier city becomes the new Capital. After a sack the defender's seats get a 12-hour Siege Shield, and the sacked settlement can't be besieged again for 24 hours.
- ## On polbielytics
- Removed: Territory squares are real places, and in-person play means a player was physically there. polbielytics never shows where any player is, has been or holds land, at any precision. The [Territory](/territory) page shows which alliances are gaining and losing ground and how they take it, as totals by alliance. [Fronts](/territory/fronts) and [attacks](/territory/attacks) are by alliance too. Lands, Capitals and settlements are discussed here only as rules, never as who holds what.
- Removed:
- Removed: See also [Alliances](wiki:alliances) and the [patch timeline](wiki:patch-timeline).
- Added: [Territory](/territory) shows which alliances are gaining and losing ground, and how they take it. It never shows where any player is or where they played. [Fronts](/territory/fronts) and [attacks](/territory/attacks) are by alliance too.
This version
Territory is the part of Polandball Go played on the real-world map. Update 5.0, Capitals and Cities, arrived on October 16, 2026. Since then your squares form one Land with a Capital at its center.
Your Land
Each player has one Land: all their squares, one name, one Capital and one garrison. A Land grows in rank as it gains settlements:
- Homeland to start.
- Dominion at 2 settlements.
- Kingdom at 4.
- Empire at 6.
A new player places their Capital on the Founder's Road. It starts as a Hamlet on a 9-square plot, with 72 hours of Founding Peace.
Reach
Each settlement controls the ground around it, its Reach.
- The 3×3 around the seat is the Heartland. The first guard wave fights there at full strength.
- The rest of the Reach is the Frontier, at 85%.
- Outside every Reach is the Wilds, held by one Militia at 70%.
Settlement tiers
A settlement grows from Hamlet to Village, Town, City, Metropolis and Imperial City. Each tier needs more squares and more Influence. Higher tiers reach farther and hold more guards. A Capital also gives an Influence bonus that rises with its tier, from 5% at Village to 25% at Imperial City.
Guards fight in waves of five. A Town gets a second wave and a Metropolis a third. Empty guard slots are filled by Militia, your strongest balls that aren't guarding, at 70%. An Imperial City's Walls add 10% in a siege. Guards can still play PvP, but they can't attack land.
Cities
Once your Capital is a Town you can found cities. A Town allows 1, a City 2, a Metropolis 3 and an Imperial City 5. A city sits at least 6 squares from your own seats and at least 3 from anyone else's. You can move a seat or your Capital once every 7 days, for a quarter of its tier cost.
Taking land
- Walk onto a free square to claim it. This can be turned off in settings.
- Claim a free square next to your land from anywhere with a Conquest Token.
- Attack another player's square in person. It's a duel to 3 KOs, and Auto-battle is allowed.
- A Raid spends a Conquest Token to hit a square that isn't a seat, from anywhere. It takes only that square.
A clean win, losing one ball or none, takes the most ground. A close win or an Auto win takes one ring less. After a loss you can try again in 30 minutes. After 5 wins on the same player in a day, further wins take only the square you fought over.
Players away for 14 days are defended by Militia alone. After 30 days their land becomes Wilds.
Sieges
Attacking a seat is a siege. You fight its guard waves in order, and your squad's HP carries over from wave to wave. After each wave you choose to press on or retreat. One Rally per siege replaces a fallen ball.
Each wave you clear banks a ring of land. Clearing the last wave sacks the seat and pays 500 Influence. A sacked settlement drops a tier, and a sacked Hamlet is destroyed. If a Capital falls, your highest-tier city becomes the new Capital. After a sack the defender's seats get a 12-hour Siege Shield, and the sacked settlement can't be besieged again for 24 hours.
On polbielytics
Territory shows which alliances are gaining and losing ground, and how they take it. It never shows where any player is or where they played. Fronts and attacks are by alliance too.