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The Battlefield: Kolchia

Three factions, one fictional region, a war over a resource called PV-1. Here's how the map actually works.

Three 256 km² maps

WARDOGS ships three separate maps, each covering 256 km² (16×16km) of Kolchia — a fictional Eastern European region modeled on real locations in Georgia. The only one of the three that anyone outside Bulkhead has publicly explored so far is Bakurani, Kolchia's river valley: one town holds the valley floor with cultivated land spreading around it, forested ridges climb steeply on both sides, and the tree canopy overhead is dense and near-continuous above the treeline break.

Control Zone & Hot Zone

Each match randomizes a 4 km² Control Zone somewhere inside the much larger map — this is where teams actually earn points, King-of-the-Hill style, with the first team to 100 points winning the match.

Inside that Control Zone, a smaller, moving Hot Zone gives double points and double cash to whoever holds it — the single highest-value place to be fighting at any given moment, and usually where the third-party chaos happens.

~60 POIs and FOB-building

Around 60 named points of interest are scattered across the map — places like the Lumberyard or the Sunflower Church. The Support role can convert static POIs like these into temporary Forward Operating Bases (FOBs), complete with anti-air coverage and a resupply station — a slow-to-pay-off investment solo, but often the deciding factor in whether a coordinated squad can actually hold the Control Zone.