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The Battle of Polytopia

2016

A compact civilization game whose simple rules make trade-offs easy to see.

Ages 9+Mobile, PC, and Console

MeaningfulnessLoweditorial ↘
You play
Players lead a tribe on a small square map, spending stars each turn on technologies, resource harvesting, city upgrades and unit moves; Perfection mode scores the best civilisation after 30 turns, Domination plays until one tribe is left.
Why it may be useful
The rule set is small enough to hold in your head, so you can see the whole loop clearly: spend now or save for later, grow the city or defend it. Short matches let you test different approaches again and again.
Keep in mind
It is an abstract war-and-expansion game with conquest as one win condition; tribes beyond the starting set are paid unlocks, and online play involves strangers.

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In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

The Battle of Polytopia is a compact turn-based strategy game by the small Swedish studio Midjiwan, first released on phones in 2016 and later brought to PC and Nintendo Switch. It is free on phones, with extra tribes sold as purchases, and paid on the other platforms.

The world is a small square grid of tiles: forest, field, mountain, ocean and the resources sitting on them. You lead one of sixteen tribes, each starting with a different technology and a different look. A match is short and fits on one screen, so the rules stay visible all at once.

Two win conditions define the game. In Perfection you have thirty turns to build the highest-scoring civilization and the clock is the enemy. In Domination you play until one tribe is left. Online play is turn-based with notifications, so a match can run over days, and Steam lists cross-platform multiplayer for up to sixteen players.

What you actually do

Each turn your cities produce stars, and stars are the only currency. You spend them on researching a technology, harvesting a resource tile, upgrading a city, or building a unit, and you almost never have enough for two of those. Harvesting fruit grows a city, which produces more stars next turn; a unit produces nothing but protects what you have.

That is the whole tension, and it is visible from turn one: spend on growth and be undefended, or spend on defense and fall behind. Getting better means learning which early technology pays back fastest on your particular starting tiles, and knowing when to stop investing and start using what you built.

What it exercises

  • Chooses between investing now and having something usable this turn.
  • Reads a small map for which resources are worth reaching first.
  • Counts a fixed budget of turns and plans backwards from the end.
  • Compares two purchases by what each returns rather than by what it costs.
  • Recognizes when a strategy is losing and changes it mid-match.

Why we rate it Low Worksheet score 45 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?38weight 45%

    Thirty-eight. Investing now against saving for later is a real trade-off and it is visible from turn one, but a large share of play is still moving units and fighting on an abstract grid, which exercises tactical reflexes more than the resource reasoning the game is credited for. The economic idea is present, not dominant.

  2. TransferWill what you practise here work outside the game?25weight 30%

    Twenty-five, one of the lowest numbers we give. Stars are not money, tribes are not countries, and nothing in the design models a real economy. What a player takes away is a vague feel for the shape of investing against spending, and that feel is too thin and too tied to this specific game to count as anything that travels.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?80weight 25%

    Eighty. A Perfection match takes minutes, so a player can run through dozens of them, and the same star-spending decision returns every single turn across every match. Few strategy games return a player to their core decision this often or this quickly, which is what keeps this dimension near the top even though the underlying idea is thin.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

Editorial only, our reading of the mechanics. The official Midjiwan site and the App Store, Google Play, Steam and Nintendo listings confirm the developer, the 2016 mobile release and later platform versions, the free-with-purchases model on phones, the sixteen tribes, the two win conditions, the turn limit in Perfection mode, and the cross-platform multiplayer. No study of this game was found and none is claimed. The idea that a small, fully visible rule set makes trade-offs easier to see is our judgment about the design, not a measured result.

Editorial assessment - not a measured scientific effect.

Fit
38/100
Transfer
25/100
Practice
80/100

Why it makes the cut

An award-winning strategy game with millions of players; the strategic thinking is the game.

Editorial only

This is our editorial reading of the mechanics, drawn from the official site and app and console store listings; no study of this game was found, and none is claimed here.

Player reception source

App Store ↗ · 15,459 ratings · Checked 2026-09-09

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

Age guidance
Ages 9+
Topics
Logic & strategy
Play styles
Single-player, Multiplayer, Strategy
Tags
Turn-based strategy · Economy · Short matches

The star-spending trade-off is genuinely visible and repeats constantly, but the economy is abstract enough, and combat takes up enough of the game, that the lesson about resources stays fairly shallow.