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Territory

From Whiteout Survival Wiki
Territory
Territory
Alliance
TypeTerritory
SharedYes (all members)

Territory refers to land on the world map that alliances can capture and control in Whiteout Survival. Controlling territory provides strategic advantages, resource bonuses, and positioning benefits for your alliance.

Overview

The world map in Whiteout Survival is divided into tiles that alliances can claim as their territory. Territory control is a central element of alliance competition and directly impacts an alliance's power and resources.

How Territory Works

Capturing Tiles

Alliances capture map tiles by:

  • Building the Alliance HQ — the Icefield HQ (and later a Tundra HQ) that marks the core of the alliance's territory
  • Placing Alliance Banners, each creating a 7×7 area of influence that must connect to the HQ or another banner
  • Extending banners toward Facilities and resource tiles to capture and hold them

Territory Bonuses

Controlling territory provides:

  • Resource production bonuses — Tiles near resource nodes boost gathering rates
  • Strategic positioning — Control over key map locations
  • Alliance buff zones — Territory near the Alliance Fortress extends buff ranges
  • Prestige — Larger territory = higher alliance standing on the leaderboard

Resource Exchange

The alliance stock can be converted from one resource into another, under Alliance ▸ Territory. The feature opens at 45 days of state age, and no more than 100,000 resources may be exchanged in a day.

Alliance resource exchange rates
Give Get Rate
Meat / Wood Wood / Meat 2 : 1
Meat / Wood Coal 4 : 1
Meat / Wood Iron 8 : 1
Coal Meat / Wood 1 : 1
Coal Iron 4 : 1
Iron Meat / Wood 1 : 2
Iron Coal 1 : 1

The rates are not symmetrical, and no route around them pays better than the direct one: Meat buys Iron at 8 to 1 outright, but at 16 to 1 through Coal, and Iron sells for twice its weight in Meat outright against once through Coal.

The Alliance HQ

There is no Alliance Fortress to build. The core of an alliance's territory is its HQ: first the Icefield HQ, later a Tundra HQ, and every banner must connect back to it. The Territory Teleporter lands beside the HQ — the Tundra one once it exists — and Crazy Joe sends waves 10 and 20 against it. The Fortresses of the map are something else: neutral structures that alliances fight over in Fortress Battles.

Key Territory Objectives

Resource Tiles

  • Forests, mines, and farms on the map provide gathering bonuses when controlled
  • Alliance members can gather more efficiently from tiles within alliance territory

The alliance's own resource stock is separate from any member's. It fills by itself, once every real hour, from the alliance resource sites held inside the territory — nobody has to send troops to gather them — and it is what pays for Alliance Technology.

A site only counts as held once the alliance's territory covers at least 75% of it. A member's own city, likewise, receives the territory bonus only while it stands inside the territory — which is why alliances place their cities within their own borders.

Placing banners

Banners can only be planted on icefield and tundra soil, and what a banner has to touch depends on what is being claimed:

  • Strongholds and Fortresses are taken without a banner touching them at all.
  • Facilities must be touched by a banner along their border.
  • Alliance farms need only be covered: a farm is four blocks of land, so the 75% above means three of the four.

Alliance farms have no levels. The map's ordinary resource nodes do, from 1 to 8, and the resource view of the map shows them by colour — light green for levels 1 to 5, green for 6 and 7, dark green for 8.

Special Buildings

The world map contains special structures that provide state-wide or alliance-wide buffs when captured:

  • Capital — The state's main power center; controlling it provides major advantages
  • Buff Buildings — Various structures providing specific bonuses (ATK boost, DEF boost, etc.)
  • Strongholds and Fortresses — large contested structures that anchor alliance territory

Passes and Chokepoints

Strategic geographic features on the map create natural chokepoints:

  • Controlling passes limits enemy movement
  • Chokepoints are key defensive positions during large-scale wars

Territory During SvS

During State vs. State events, territory takes on critical importance:

  • Enemy state players can invade and attempt to capture territory
  • Alliances defend their territory from invaders
  • Capturing enemy territory earns SvS points
  • The state that controls key objectives (Capital, buff buildings) at the end wins

Notes

  • Prioritize resource-rich tiles for gathering advantages
  • Keep the Fortress well-defended and regularly upgraded
  • During SvS, coordinate with your alliance to defend key territory and attack enemy objectives
  • Use teleportation items to quickly reposition near contested territory

See also