How the economy works
The economy of belief
Faithmap runs on one currency and six numbers. No hidden formulas, no fine-print modifiers, everything below is everything there is.
1,500 to start · 25 a day · tiles cost 200 · stealing costs 2× · losers get half back · shields are 50 a day
Faith: the only currency
Faith is what you earn, spend, and fight over. You collect it by showing up, spend it claiming and defending territory, and recover some whenever the world turns against you. Every gain and loss is recorded, your balance is always the sum of your story.
The daily blessing
Collect 25 Faith once a day, every day. Show up daily and your blessing streak grows, pure bragging rights for the devoted. Miss a day, and the count humbly returns to one.
Claiming territory
Most of the map is common ground: 200 Faithand an unclaimed tile is yours. Your starter grant covers your first several claims, so you're on the map within your first minutes. First to claim it, owns it, until someone decides it's worth taking.
Takeovers: the 2× rule
Any owned tile can be taken. The price is always exactly double what the current owner paid. 200 becomes 400, 400 becomes 800, 800 becomes 1,600, contested land gets expensive fast. That's not a bug; that's the war economy. If a tile keeps changing hands, holding it becomes a statement.
The mercy rule: half back, instantly
Lose a tile and you're refunded 50% of what you paid, on the spot. Defeat stings, but it never wipes you out, you always walk away with capital for the counterattack.
Shields
Protect any tile you own for 1, 3, or 7 days at 50 Faith per day (premium land costs proportionally more to protect, same multiplier as to claim). A shielded tile is untouchable. When the shield ends, the tile needs a 24-hour breatherbefore it can be shielded again, permanent safety isn't for sale, for anyone.
Premium land
Landmarks carry a one-time premium for the first claim: Cities ×5 (1,000) · Metropolises ×25 (5,000) · Wonders ×60 (12,000) · Sacred sites ×100(20,000). After that first claim, the 2× takeover rule applies like anywhere else, premium land doesn't get extra protection, just extra prestige. It's also worth more on the leaderboard, exactly in proportion to its price.
Found your own religion
Join one of the twelve world faiths on the map, or pay 1,000 Faith to found your own. Founders earn a 5% tithe on every tile bought under their faith, forever, paid by the house, never by the buyer. Your faith, your followers, your cut. Foundings are reviewed to keep the map welcoming for everyone; the founding fee is non-refundable.
Sacred ground stays sacred
A small number of the world's most consecrated places, Jerusalem, Mecca, the Vatican and others, belong to no player and never will. They can't be claimed, bought, or shielded by anyone, ever. Some ground isn't for conquering.
How do I get Faith?
You earn it. Right now, every player gets Faith the same way: the starter grant, the daily blessing, refunds from lost battles, and, if you've founded a faith, your tithe. Nobody can buy their way onto the leaderboard.
Inviting friends
Sharing your invite link is open to everyone, bring friends in and play under the same banner. The reward side of that isn't switched on: Faithmap is built to pay both of you Faith for a successful invite, but that crediting is currently inactive for every player, not just you. No Faith changes hands for invites today.
The fine print
Faith is a virtual item with no real-world monetary value. It cannot be exchanged for money, withdrawn, transferred outside the game, or cashed out, not now, not ever. Balances never go below zero.
Common questions
- Is Faith worth real money?
- No. Faith is a virtual currency with no monetary value. It can never be cashed out, withdrawn, or traded outside Faithmap.
- Can I buy Faith?
- Not right now, every player earns it the same way.
- Do I earn Faith for inviting friends?
- Not today. The reward is built into the game, but crediting is currently switched off for everyone, so invites don't pay out yet. You can still send invites and play together, that part has always worked.
- What happens when someone takes my tile?
- You're instantly refunded half of what you paid for it, and you'll be notified. Regroup, then take something better.
- Why do popular tiles get so expensive?
- Every takeover costs double the previous price. Land that changes hands often becomes precious, scarcity is the whole game.
- Do premium tiles cost more to steal?
- No. The City/Metropolis/Wonder/Sacred premium applies only to the very first claim. Takeovers are always 2× what the owner paid. Shields on premium land do cost proportionally more, though.
- Can I protect a tile forever?
- No. Shields run 1–7 days, then the tile needs a 24-hour cooldown before it can be shielded again. Everything is always, eventually, takeable.
- Is the founding fee refundable?
- No. Foundings are reviewed, and the 1,000 Faith fee is a commitment either way.
- Can I go broke?
- Your balance can hit zero, never below. And between tomorrow's blessing and the refund rule, you're never out of the game.