137 Nations. 685 Regions.One World.No Resets.
Every border, law, coalition, election, and war is shaped by players. Build an economy, lead a government, command armies, and alter the course of history.
Join thePioneers.
This is now 32 days in and we have 40 active players on the pioneer server helping build the game. Raw, unfiltered footage from the Territoria engine — you're watching history get written, in real time.
The Road to Open Beta.
7 phases. 42 key areas. 19 shipped · 6 in build.
- 1Phase 1Foundations of Conflict
- 2Phase 2Economy & Logistics
- 3Phase 3Nations & Governance
- 4Phase 4Coalitions & Diplomacy
- 5Phase 5Information & Intelligence
- 6Phase 6National Development
- 7Phase 7Global Expansion
Where the world meets.
Discord is the heartbeat of Territoria. It's the official home for announcements, development updates, community discussions, player feedback, and direct support from the team.
- Patch notes & announcements
- Dev streams & weekly updates
- Strategy talk & politics
- Direct help from the team
Choose your path
The Soldier is the frontline backbone of a nation during global conflicts.
The Entrepreneur acts as the industrial foundation of the game's completely player-driven economy.
The Trader focuses on the flow of wealth, arbitrage, and logistics across borders.
The Politician controls the legislative, diplomatic, and fiscal direction of their respective country.
Start here
Getting Started
- Start Here
Territoria — Overview
A persistent, player-driven geopolitical MMORPG. Every border, law, company, and army is shaped by players.
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Core Game Loop
How the moment-to-moment loop of harvesting, producing, trading, fighting, and governing connects every system.
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Core Design Pillars
The pillars that drive every design decision — player agency, interconnected systems, meaningful progression, and realism.
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Character & Progression
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Progression Overview
Skill-based progression — characters improve by doing. 11 skills across economy, crafting, and combat.
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Skill System
How skills are gained, trained, and unlocked. XP curves, skill unlocks, and training actions.
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Total Level
Sum of all skill levels — a top-line indicator of overall progression and the gating stat for high-tier content.
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Skill — Woodcutting
Harvest timber for processing into planks and construction materials.
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Skill — Mining
Extract ores and minerals used across refining, engineering, and construction.
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Skill — Fishing
Harvest fish and seafood for cooking, trade, and the food economy.
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Skill — Farming
Grow crops that feed the food, textile, and consumables industries.
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Skill — Cooking
Turn raw food into consumables that restore hunger, energy, and apply buffs.
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Skill — Medicine
Produce medical supplies that heal, cure, and keep soldiers in the fight.
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Skill — Manufacturing
Craft manufactured goods, components, and equipment from processed materials.
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Skill — Engineering
Design precision components — bearings, circuits, hydraulics, weapon systems.
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Skill — Refining
Refine raw ores and crops into alloys, fuels, cement, glass, and plastics.
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Skill — Construction
Build national infrastructure — roads, hospitals, bases, nuclear plants.
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Skill — Military
Combat skill — governs attack, defence, equipment proficiency, and army roles.
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Economy & Industry
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Resources
Every item in Territoria originates as a raw resource — timber, ore, crop, or fish — then flows through refining and manufacturing chains.
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Items
Full catalogue of items — weapons, armour, ammunition, food, medical, construction, and components.
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Company System
Players build and run companies — the engine of the player-driven economy. Companies hire workers, run production, and scale through upgrades.
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Economy
A fully player-driven economy — currency, trade, supply, demand, taxes, and national finance.
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TerraCoin (TC)
The native in-game currency of Territoria. Every trade, wage, tax, and treasury move settles in TC.
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Marketplace
Global and national marketplaces where players buy and sell everything. Orders, fees, and arbitrage.
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Supply & Demand
How player activity drives price formation — scarcity, demand curves, and regional specialisation.
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Taxes
Income tax, sales tax, tariffs — the levers governments pull to fund the treasury.
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National Economy
National-level economic health — GDP, employment, treasury, and the Economic Health Index.
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International Trade
Cross-border commerce — tariffs, trade agreements, embargoes, and global marketplace flow.
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Politics & Government
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Nations
Nations are the central political unit in Territoria. Each nation has citizens, a government, treasury, infrastructure, economy, territory, and military.
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Elections
Every government is elected by its citizens. Nomination, campaigning, voting, and results — all player-run.
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Parliament
The legislature — where elected ministers debate, draft, and vote on laws, budgets, and policies.
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Laws
National laws shape life inside a nation — tax rates, border controls, trade policy, criminal law.
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Treasury
The national war chest. Where tax revenue, war rewards, foreign aid, and event income accumulate — and what the government spends.
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Infrastructure
National infrastructure — large multi-phase projects that transform a nation's development level and economic capacity.
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National Policies
Policy levers governments pull — border policy, foreign investment, education, military doctrine.
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Political Ethics & Skill Trees
Every policy choice shifts your nation along ethical axes — Industrialism, Agrarianism, Pacifism, Expansionism, Diplomacy, Isolationism, Imperialism, Republicanism, Unethical.
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Warfare & Military
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Combat
The combat system — attack, defence, damage, armour, and the stats that decide every fight.
Read - Logistics
Military Equipment
Weapons, armour, and ammunition — the gear that defines a soldier.
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Regiments
Player-formed military units. Hierarchy, membership, roles, and shared logistics.
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Coalitions
Multi-nation alliances for defence, offence, and diplomacy. Treaties, obligations, and shared war efforts.
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Campaigns
Multi-stage military operations — invasions, defensive campaigns, and the escalation ladder.
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Territory Capture
How wars actually move borders — region capture, resistance, and holding ground.
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Items & Equipment
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Items — Weapons
Melee, sidearms, assault rifles, machine guns, shotguns, precision rifles — manufactured by Engineering and Manufacturing companies.
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Items — Armour
Six-tier set progression from Recruit to Sovereign. Each tier scales defence and unlocks a set bonus.
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Items — Ammunition
Small, Medium, and Large ammunition — compatible with distinct weapon classes.
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Items — Food
Cooked consumables that restore hunger, energy, and apply short-term buffs.
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Items — Medical
Medical supplies — bandages, antiseptics, trauma kits, surgical kits, and advanced medical kits.
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Items — Construction Materials
Wood planks, steel beams, concrete blocks, glass panels, pipes — the backbone of infrastructure projects.
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Items — Components
Engineering components — bearings, gears, circuits, hydraulics, motors, weapon systems.
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Items — Cases
Loot cases dropped from missions and events. Standard · Elite · Mutation Box.
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Reference Database
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Appendix A — XP Tables
Full XP tables for every skill tier.
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Appendix B — Item IDs
Canonical item IDs (TIM-, ORE-, CRP-, FSH-, REF-, ENG-, MFG-, FOD-, MED-, WPN-, AMM-, ARM-, CASE-).
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Appendix C — Company IDs
Canonical company IDs across all 10 company categories.
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Appendix D — Resource IDs
Canonical resource IDs for the resource system.
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Appendix E — Balance Notes
Design balance notes carried over from internal V2 discussions.
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Appendix F — Changelog
Patch history for the wiki V2 content. Updated as sections ship.
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Design Philosophy
The guiding principles behind every design decision.
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Progression Loops
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Missions
Guided objectives at every cadence — tutorial, daily, weekly, monthly, seasonal.
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Achievements
Permanent milestones. Skill, economic, military, and government achievements.
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Rankings
Public leaderboards for everything that matters — total level, individual skills, wealth, companies, nations.
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World & Regions
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Regions
137 nations, 685 regions — each with its own climate, resource bonuses, and strategic value.
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Travel
Moving between regions — travel actions, costs, diplomacy, and the simplified travel system.
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Border Policies
Each nation sets its own borders — open, controlled, or closed. Policies change during war.
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Passports
Citizenship, visas, and permanent residence — the paperwork of a borderless world.
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