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.
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
| Type | Base income/min | Capture cost | Defense advice | Priority |
|---|---|---|---|---|
| Camp | $80/min | Low | 1x Border Tower | ★★ Early expansion |
| Garrison | $150/min | Medium | 2x Border Tower | ★★★ Mid-game core |
| Outpost | $200/min | Medium-high | 2x Border Tower + 1x Turret | ★★★ Mid-game core |
| City | $350/min | High | Full defense line | ★★★★ High-value target |
| Capital | $600/min | Extreme | Strongest 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
Early first expansion
Stable base, no alliance, nearby Camp.
Open preset →Mid-game Garrison
800/min base, Fast Workers, standard fight.
Open preset →4-player alliance City
Smart Factories plus active alliance.
Open preset →Isolated Outpost
Hard fight, remote position, ongoing guard cost.
Open preset →Endgame Capital fight
Automation, 4 active allies, huge capture cost.
Open preset →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