MINI WAR
ROI calculator5 territory typesTech bonuses

Expansion ROI Desk

Mini War Territory Profit

Decide whether a Camp, Garrison, Outpost, City, or Capital is worth capturing before you spend the army. Enter the capture losses, defense upkeep, tech bonuses, and alliance size to see payback time and net profit instantly.

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Territory base incomes and some Systems branch effects are calculator estimates until full in-game verification is available. Use override fields when your lobby data is more precise.

Territory types

Income and Defense Reference

TypeBase income/minCapture costDefense advicePriority
Camp$80/minLow1x Border Tower★★ Early expansion
Garrison$150/minMedium2x Border Tower★★★ Mid-game core
Outpost$200/minMedium-high2x Border Tower + 1x Turret★★★ Mid-game core
City$350/minHighFull defense line★★★★ High-value target
Capital$600/minExtremeStrongest defense★★★★★ Endgame objective

Priority scoring

Expansion Priority Model

Income/min

40%

Net territory income compared with a Capital reference target.

Payback time

30%

Full score near instant payback, zero score after 20 minutes.

Strategic position

20%

Adjacent targets score highest; isolated pockets score lowest.

Defense difficulty

10%

Single-front targets are easier to hold than exposed targets.

Tech tree impact

Which Bonuses Change the Result

Fast Workers -> Mass Production -> Smart Factories -> Automation

Economy upgrades replace lower tiers in the calculator: +10%, +15%, +25%, then +50%.

Financier -> Trader

Market building income uses +2% or +5%; the higher market tech replaces the lower one.

Alliances -> Alliance Expansion

Alliance size unlocks the modeled alliance bonus, up to +24% for a 4-player active alliance.

Lucky Trader -> +1 Cargo Helipad -> Cargo Fortune

Cargo and trade techs are modeled as optional route-income multipliers for high-value territory.

Scenario shortcuts

Five Common Expansion Decisions

Player Questions

Territory Profit FAQ

When should I start expanding territory in Mini War?

Start after the main base income is stable, ideally at 500/min or higher, and after basic defense is online. Expanding earlier can split your money between capture, defense, and base development before any one of them is strong.

How much does alliance bonus change territory profit?

The calculator models a 4 active player alliance as a +24% income bonus. The effect is largest on high-value targets such as City and Capital because the same percentage applies to a larger base income.

Do Automation and Smart Factories stack?

No. The advanced economy tech replaces the lower version in this calculator. Automation uses +50%, Smart Factories uses +25%, Mass Production uses +15%, and Fast Workers uses +10%.

How do I know if a territory is worth defending?

Defense upkeep usually needs to stay below 30% of the territory's income. If guard costs rise above that, the territory may still be useful for denial, but it is no longer a clean profit target.

Related tools

Use the Result in Your Next Plan

Sources and data notes

Data Sources