Neutrals
The map is full of ownerless districts. They grow on their own up to a cap and are the natural target for early expansion.
What they are
A neutral is an ownerless district: no player controls it. They don’t recruit troops or conquer; they just grow and defend with whatever they have. Taking them with Ward Bosses is the most common way to expand.
How they grow
A neutral near active players “switches on” and starts leveling up: it takes around 30 hours per level (at 1x speed; a faster Nation grows them faster). Only the ones inside the activation radius (75 units) of the populated zone grow; as the game expands, more of them come online.
Caps per building
A neutral never turns into an empire: every building has a cap. The ones missing from the table (The War Chest, The Motor Pool, The Think Tank, The Machine) they don’t build at all.
| Building | Max level |
|---|---|
| Campaign HQ | 8 |
| The Grift | 12 |
| The Grassroots | 12 |
| The Spin Factory | 12 |
| The Base | 10 |
| The Field Office | 4 |
| The Warehouse | 10 |
| The Bunker | 5 |
Careful: former player districts
Everything above applies to wild neutrals — the ones the map generated and that grew on their own. A district that used to belong to a player and lost its owner — through inactivity or a deleted account — does not shrink: it keeps its buildings (way above the caps in the table), its resources and whatever troops were sitting inside. Its Votes are the real ones, not the curve above: if you spot an ownerless district on the map worth thousands of Votes, it is no wild neutral — it is somebody's estate, with the The Bunker and the defense that implies. Poll it before you send Ward Bosses.
Inactivity
If a player goes 10 days without activity, their districts revert to neutral and open up for everyone else.
With the premium service The Bagman you can fire off ops at ownerless districts in a single click (Lists A/B or “made to measure” based on your scouting) — see Premium.